﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using System.Runtime.InteropServices;

namespace STLib.OpenGL.GLFW
{
    public unsafe class GLFWNative
    {
        public const string STR_LIB_PATH = "./runtime";
        public const string STR_LIB_FILE = STR_LIB_PATH + "/glfw3";
        /*************************************************************************
         * GLFW 3.3 - www.glfw.org
         * A library for OpenGL, window and input
         *------------------------------------------------------------------------
         * Copyright (c) 2002-2006 Marcus Geelnard
         * Copyright (c) 2006-2019 Camilla Löwy <elmindreda@glfw.org>
         *
         * This software is provided 'as-is', without any express or implied
         * warranty. In no event will the authors be held liable for any damages
         * arising from the use of this software.
         *
         * Permission is granted to anyone to use this software for any purpose,
         * including commercial applications, and to alter it and redistribute it
         * freely, subject to the following restrictions:
         *
         * 1. The origin of this software must not be misrepresented; you must not
         *    claim that you wrote the original software. If you use this software
         *    in a product, an acknowledgment in the product documentation would
         *    be appreciated but is not required.
         *
         * 2. Altered source versions must be plainly marked as such, and must not
         *    be misrepresented as being the original software.
         *
         * 3. This notice may not be removed or altered from any source
         *    distribution.
         *
         *************************************************************************/

        /*************************************************************************
         * Doxygen documentation
         *************************************************************************/

        /*! @file glfw3.h
         *  @brief The header of the GLFW 3 API.
         *
         *  This is the header file of the GLFW 3 API.  It defines all its types and
         *  declares all its functions.
         *
         *  For more information about how to use this file, see @ref build_include.
         */
        /*! @defgroup context Context reference
         *  @brief Functions and types related to OpenGL and OpenGL ES contexts.
         *
         *  This is the reference documentation for OpenGL and OpenGL ES context related
         *  functions.  For more task-oriented information, see the @ref context_guide.
         */
        /*! @defgroup vulkan Vulkan support reference
         *  @brief Functions and types related to Vulkan.
         *
         *  This is the reference documentation for Vulkan related functions and types.
         *  For more task-oriented information, see the @ref vulkan_guide.
         */
        /*! @defgroup init Initialization, version and error reference
         *  @brief Functions and types related to initialization and error handling.
         *
         *  This is the reference documentation for initialization and termination of
         *  the library, version management and error handling.  For more task-oriented
         *  information, see the @ref intro_guide.
         */
        /*! @defgroup input Input reference
         *  @brief Functions and types related to input handling.
         *
         *  This is the reference documentation for input related functions and types.
         *  For more task-oriented information, see the @ref input_guide.
         */
        /*! @defgroup monitor Monitor reference
         *  @brief Functions and types related to monitors.
         *
         *  This is the reference documentation for monitor related functions and types.
         *  For more task-oriented information, see the @ref monitor_guide.
         */
        /*! @defgroup window Window reference
         *  @brief Functions and types related to windows.
         *
         *  This is the reference documentation for window related functions and types,
         *  including creation, deletion and event polling.  For more task-oriented
         *  information, see the @ref window_guide.
         */


        /*************************************************************************
         * Compiler- and platform-specific preprocessor work
         *************************************************************************/

        /*************************************************************************
         **********************************Note***********************************
         * This is originally the preprocessing code. It has been removed.
         * Because C# can't parse them.
         **********************************Note***********************************
         *************************************************************************/


        /*************************************************************************
         * GLFW API tokens
         *************************************************************************/

        /*! @name GLFW version macros
         *  @{ */
        /*! @brief The major version number of the GLFW header.
         *
         *  The major version number of the GLFW header.  This is incremented when the
         *  API is changed in non-compatible ways.
         *  @ingroup init
         */
        // public const int GLFW_VERSION_MAJOR = 3;
        /*! @brief The minor version number of the GLFW header.
         *
         *  The minor version number of the GLFW header.  This is incremented when
         *  features are added to the API but it remains backward-compatible.
         *  @ingroup init
         */
        // public const int GLFW_VERSION_MINOR = 3;
        /*! @brief The revision number of the GLFW header.
         *
         *  The revision number of the GLFW header.  This is incremented when a bug fix
         *  release is made that does not contain any API changes.
         *  @ingroup init
         */
        // public const int GLFW_VERSION_REVISION = 7;
        /*! @} */

        /*! @brief One.
         *
         *  This is only semantic sugar for the number 1.  You can instead use `1` or
         *  `true` or `_True` or `GL_TRUE` or `VK_TRUE` or anything else that is equal
         *  to one.
         *
         *  @ingroup init
         */
        // public const int GLFW_TRUE = 1;
        /*! @brief Zero.
         *
         *  This is only semantic sugar for the number 0.  You can instead use `0` or
         *  `false` or `_False` or `GL_FALSE` or `VK_FALSE` or anything else that is
         *  equal to zero.
         *
         *  @ingroup init
         */
        // public const int GLFW_FALSE = 0;

        /*! @name Key and button actions
         *  @{ */
        /*! @brief The key or mouse button was released.
         *
         *  The key or mouse button was released.
         *
         *  @ingroup input
         */
        // public const int GLFW_RELEASE = 0;
        /*! @brief The key or mouse button was pressed.
         *
         *  The key or mouse button was pressed.
         *
         *  @ingroup input
         */
        // public const int GLFW_PRESS = 1;
        /*! @brief The key was held down until it repeated.
         *
         *  The key was held down until it repeated.
         *
         *  @ingroup input
         */
        // public const int GLFW_REPEAT = 2;
        /*! @} */

        /*! @defgroup hat_state Joystick hat states
         *  @brief Joystick hat states.
         *
         *  See [joystick hat input](@ref joystick_hat) for how these are used.
         *
         *  @ingroup input
         *  @{ */
        // public const int GLFW_HAT_CENTERED = 0;
        // public const int GLFW_HAT_UP = 1;
        // public const int GLFW_HAT_RIGHT = 2;
        // public const int GLFW_HAT_DOWN = 4;
        // public const int GLFW_HAT_LEFT = 8;
        // public const int GLFW_HAT_RIGHT_UP = (GLFW_HAT_RIGHT | GLFW_HAT_UP);
        // public const int GLFW_HAT_RIGHT_DOWN = (GLFW_HAT_RIGHT | GLFW_HAT_DOWN);
        // public const int GLFW_HAT_LEFT_UP = (GLFW_HAT_LEFT | GLFW_HAT_UP);
        // public const int GLFW_HAT_LEFT_DOWN = (GLFW_HAT_LEFT | GLFW_HAT_DOWN);
        /*! @} */

        /*! @defgroup keys Keyboard keys
         *  @brief Keyboard key IDs.
         *
         *  See [key input](@ref input_key) for how these are used.
         *
         *  These key codes are inspired by the _USB HID Usage Tables v1.12_ (p. 53-60),
         *  but re-arranged to map to 7-bit ASCII for printable keys (function keys are
         *  put in the 256+ range).
         *
         *  The naming of the key codes follow these rules:
         *   - The US keyboard layout is used
         *   - Names of printable alpha-numeric characters are used (e.g. "A", "R",
         *     "3", etc.)
         *   - For non-alphanumeric characters, Unicode:ish names are used (e.g.
         *     "COMMA", "LEFT_SQUARE_BRACKET", etc.). Note that some names do not
         *     correspond to the Unicode standard (usually for brevity)
         *   - Keys that lack a clear US mapping are named "WORLD_x"
         *   - For non-printable keys, custom names are used (e.g. "F4",
         *     "BACKSPACE", etc.)
         *
         *  @ingroup input
         *  @{
         */

        /* The unknown key */
        // public const int GLFW_KEY_UNKNOWN = -1;

        /* Printable keys */
        // public const int GLFW_KEY_SPACE = 32;
        // public const int GLFW_KEY_APOSTROPHE = 39  /* ' */;
        // public const int GLFW_KEY_COMMA = 44  /* , */;
        // public const int GLFW_KEY_MINUS = 45  /* - */;
        // public const int GLFW_KEY_PERIOD = 46  /* . */;
        // public const int GLFW_KEY_SLASH = 47  /* / */;
        // public const int GLFW_KEY_0 = 48;
        // public const int GLFW_KEY_1 = 49;
        // public const int GLFW_KEY_2 = 50;
        // public const int GLFW_KEY_3 = 51;
        // public const int GLFW_KEY_4 = 52;
        // public const int GLFW_KEY_5 = 53;
        // public const int GLFW_KEY_6 = 54;
        // public const int GLFW_KEY_7 = 55;
        // public const int GLFW_KEY_8 = 56;
        // public const int GLFW_KEY_9 = 57;
        // public const int GLFW_KEY_SEMICOLON = 59  /* ; */;
        // public const int GLFW_KEY_EQUAL = 61  /* = */;
        // public const int GLFW_KEY_A = 65;
        // public const int GLFW_KEY_B = 66;
        // public const int GLFW_KEY_C = 67;
        // public const int GLFW_KEY_D = 68;
        // public const int GLFW_KEY_E = 69;
        // public const int GLFW_KEY_F = 70;
        // public const int GLFW_KEY_G = 71;
        // public const int GLFW_KEY_H = 72;
        // public const int GLFW_KEY_I = 73;
        // public const int GLFW_KEY_J = 74;
        // public const int GLFW_KEY_K = 75;
        // public const int GLFW_KEY_L = 76;
        // public const int GLFW_KEY_M = 77;
        // public const int GLFW_KEY_N = 78;
        // public const int GLFW_KEY_O = 79;
        // public const int GLFW_KEY_P = 80;
        // public const int GLFW_KEY_Q = 81;
        // public const int GLFW_KEY_R = 82;
        // public const int GLFW_KEY_S = 83;
        // public const int GLFW_KEY_T = 84;
        // public const int GLFW_KEY_U = 85;
        // public const int GLFW_KEY_V = 86;
        // public const int GLFW_KEY_W = 87;
        // public const int GLFW_KEY_X = 88;
        // public const int GLFW_KEY_Y = 89;
        // public const int GLFW_KEY_Z = 90;
        // public const int GLFW_KEY_LEFT_BRACKET = 91  /* [ */;
        // public const int GLFW_KEY_BACKSLASH = 92  /* \ */;
        // public const int GLFW_KEY_RIGHT_BRACKET = 93  /* ] */;
        // public const int GLFW_KEY_GRAVE_ACCENT = 96  /* ` */;
        // public const int GLFW_KEY_WORLD_1 = 161 /* non-US #1 */;
        // public const int GLFW_KEY_WORLD_2 = 162 /* non-US #2 */;

        /* Function keys */
        // public const int GLFW_KEY_ESCAPE = 256;
        // public const int GLFW_KEY_ENTER = 257;
        // public const int GLFW_KEY_TAB = 258;
        // public const int GLFW_KEY_BACKSPACE = 259;
        // public const int GLFW_KEY_INSERT = 260;
        // public const int GLFW_KEY_DELETE = 261;
        // public const int GLFW_KEY_RIGHT = 262;
        // public const int GLFW_KEY_LEFT = 263;
        // public const int GLFW_KEY_DOWN = 264;
        // public const int GLFW_KEY_UP = 265;
        // public const int GLFW_KEY_PAGE_UP = 266;
        // public const int GLFW_KEY_PAGE_DOWN = 267;
        // public const int GLFW_KEY_HOME = 268;
        // public const int GLFW_KEY_END = 269;
        // public const int GLFW_KEY_CAPS_LOCK = 280;
        // public const int GLFW_KEY_SCROLL_LOCK = 281;
        // public const int GLFW_KEY_NUM_LOCK = 282;
        // public const int GLFW_KEY_PRINT_SCREEN = 283;
        // public const int GLFW_KEY_PAUSE = 284;
        // public const int GLFW_KEY_F1 = 290;
        // public const int GLFW_KEY_F2 = 291;
        // public const int GLFW_KEY_F3 = 292;
        // public const int GLFW_KEY_F4 = 293;
        // public const int GLFW_KEY_F5 = 294;
        // public const int GLFW_KEY_F6 = 295;
        // public const int GLFW_KEY_F7 = 296;
        // public const int GLFW_KEY_F8 = 297;
        // public const int GLFW_KEY_F9 = 298;
        // public const int GLFW_KEY_F10 = 299;
        // public const int GLFW_KEY_F11 = 300;
        // public const int GLFW_KEY_F12 = 301;
        // public const int GLFW_KEY_F13 = 302;
        // public const int GLFW_KEY_F14 = 303;
        // public const int GLFW_KEY_F15 = 304;
        // public const int GLFW_KEY_F16 = 305;
        // public const int GLFW_KEY_F17 = 306;
        // public const int GLFW_KEY_F18 = 307;
        // public const int GLFW_KEY_F19 = 308;
        // public const int GLFW_KEY_F20 = 309;
        // public const int GLFW_KEY_F21 = 310;
        // public const int GLFW_KEY_F22 = 311;
        // public const int GLFW_KEY_F23 = 312;
        // public const int GLFW_KEY_F24 = 313;
        // public const int GLFW_KEY_F25 = 314;
        // public const int GLFW_KEY_KP_0 = 320;
        // public const int GLFW_KEY_KP_1 = 321;
        // public const int GLFW_KEY_KP_2 = 322;
        // public const int GLFW_KEY_KP_3 = 323;
        // public const int GLFW_KEY_KP_4 = 324;
        // public const int GLFW_KEY_KP_5 = 325;
        // public const int GLFW_KEY_KP_6 = 326;
        // public const int GLFW_KEY_KP_7 = 327;
        // public const int GLFW_KEY_KP_8 = 328;
        // public const int GLFW_KEY_KP_9 = 329;
        // public const int GLFW_KEY_KP_DECIMAL = 330;
        // public const int GLFW_KEY_KP_DIVIDE = 331;
        // public const int GLFW_KEY_KP_MULTIPLY = 332;
        // public const int GLFW_KEY_KP_SUBTRACT = 333;
        // public const int GLFW_KEY_KP_ADD = 334;
        // public const int GLFW_KEY_KP_ENTER = 335;
        // public const int GLFW_KEY_KP_EQUAL = 336;
        // public const int GLFW_KEY_LEFT_SHIFT = 340;
        // public const int GLFW_KEY_LEFT_CONTROL = 341;
        // public const int GLFW_KEY_LEFT_ALT = 342;
        // public const int GLFW_KEY_LEFT_SUPER = 343;
        // public const int GLFW_KEY_RIGHT_SHIFT = 344;
        // public const int GLFW_KEY_RIGHT_CONTROL = 345;
        // public const int GLFW_KEY_RIGHT_ALT = 346;
        // public const int GLFW_KEY_RIGHT_SUPER = 347;
        // public const int GLFW_KEY_MENU = 348;

        // public const int GLFW_KEY_LAST = GLFW_KEY_MENU;

        /*! @} */

        /*! @defgroup mods Modifier key flags
         *  @brief Modifier key flags.
         *
         *  See [key input](@ref input_key) for how these are used.
         *
         *  @ingroup input
         *  @{ */

        /*! @brief If this bit is set one or more Shift keys were held down.
         *
         *  If this bit is set one or more Shift keys were held down.
         */
        // public const int GLFW_MOD_SHIFT = 0x0001;
        /*! @brief If this bit is set one or more Control keys were held down.
         *
         *  If this bit is set one or more Control keys were held down.
         */
        // public const int GLFW_MOD_CONTROL = 0x0002;
        /*! @brief If this bit is set one or more Alt keys were held down.
         *
         *  If this bit is set one or more Alt keys were held down.
         */
        // public const int GLFW_MOD_ALT = 0x0004;
        /*! @brief If this bit is set one or more Super keys were held down.
         *
         *  If this bit is set one or more Super keys were held down.
         */
        // public const int GLFW_MOD_SUPER = 0x0008;
        /*! @brief If this bit is set the Caps Lock key is enabled.
         *
         *  If this bit is set the Caps Lock key is enabled and the @ref
         *  GLFW_LOCK_KEY_MODS input mode is set.
         */
        // public const int GLFW_MOD_CAPS_LOCK = 0x0010;
        /*! @brief If this bit is set the Num Lock key is enabled.
         *
         *  If this bit is set the Num Lock key is enabled and the @ref
         *  GLFW_LOCK_KEY_MODS input mode is set.
         */
        // public const int GLFW_MOD_NUM_LOCK = 0x0020;

        /*! @} */

        /*! @defgroup buttons Mouse buttons
         *  @brief Mouse button IDs.
         *
         *  See [mouse button input](@ref input_mouse_button) for how these are used.
         *
         *  @ingroup input
         *  @{ */
        // public const int GLFW_MOUSE_BUTTON_1 = 0;
        // public const int GLFW_MOUSE_BUTTON_2 = 1;
        // public const int GLFW_MOUSE_BUTTON_3 = 2;
        // public const int GLFW_MOUSE_BUTTON_4 = 3;
        // public const int GLFW_MOUSE_BUTTON_5 = 4;
        // public const int GLFW_MOUSE_BUTTON_6 = 5;
        // public const int GLFW_MOUSE_BUTTON_7 = 6;
        // public const int GLFW_MOUSE_BUTTON_8 = 7;
        // public const int GLFW_MOUSE_BUTTON_LAST = GLFW_MOUSE_BUTTON_8;
        // public const int GLFW_MOUSE_BUTTON_LEFT = GLFW_MOUSE_BUTTON_1;
        // public const int GLFW_MOUSE_BUTTON_RIGHT = GLFW_MOUSE_BUTTON_2;
        // public const int GLFW_MOUSE_BUTTON_MIDDLE = GLFW_MOUSE_BUTTON_3;
        /*! @} */

        /*! @defgroup joysticks Joysticks
         *  @brief Joystick IDs.
         *
         *  See [joystick input](@ref joystick) for how these are used.
         *
         *  @ingroup input
         *  @{ */
        // public const int GLFW_JOYSTICK_1 = 0;
        // public const int GLFW_JOYSTICK_2 = 1;
        // public const int GLFW_JOYSTICK_3 = 2;
        // public const int GLFW_JOYSTICK_4 = 3;
        // public const int GLFW_JOYSTICK_5 = 4;
        // public const int GLFW_JOYSTICK_6 = 5;
        // public const int GLFW_JOYSTICK_7 = 6;
        // public const int GLFW_JOYSTICK_8 = 7;
        // public const int GLFW_JOYSTICK_9 = 8;
        // public const int GLFW_JOYSTICK_10 = 9;
        // public const int GLFW_JOYSTICK_11 = 10;
        // public const int GLFW_JOYSTICK_12 = 11;
        // public const int GLFW_JOYSTICK_13 = 12;
        // public const int GLFW_JOYSTICK_14 = 13;
        // public const int GLFW_JOYSTICK_15 = 14;
        // public const int GLFW_JOYSTICK_16 = 15;
        // public const int GLFW_JOYSTICK_LAST = GLFW_JOYSTICK_16;
        /*! @} */

        /*! @defgroup gamepad_buttons Gamepad buttons
         *  @brief Gamepad buttons.
         *
         *  See @ref gamepad for how these are used.
         *
         *  @ingroup input
         *  @{ */
        // public const int GLFW_GAMEPAD_BUTTON_A = 0;
        // public const int GLFW_GAMEPAD_BUTTON_B = 1;
        // public const int GLFW_GAMEPAD_BUTTON_X = 2;
        // public const int GLFW_GAMEPAD_BUTTON_Y = 3;
        // public const int GLFW_GAMEPAD_BUTTON_LEFT_BUMPER = 4;
        // public const int GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER = 5;
        // public const int GLFW_GAMEPAD_BUTTON_BACK = 6;
        // public const int GLFW_GAMEPAD_BUTTON_START = 7;
        // public const int GLFW_GAMEPAD_BUTTON_GUIDE = 8;
        // public const int GLFW_GAMEPAD_BUTTON_LEFT_THUMB = 9;
        // public const int GLFW_GAMEPAD_BUTTON_RIGHT_THUMB = 10;
        // public const int GLFW_GAMEPAD_BUTTON_DPAD_UP = 11;
        // public const int GLFW_GAMEPAD_BUTTON_DPAD_RIGHT = 12;
        // public const int GLFW_GAMEPAD_BUTTON_DPAD_DOWN = 13;
        // public const int GLFW_GAMEPAD_BUTTON_DPAD_LEFT = 14;
        // public const int GLFW_GAMEPAD_BUTTON_LAST = GLFW_GAMEPAD_BUTTON_DPAD_LEFT;

        // public const int GLFW_GAMEPAD_BUTTON_CROSS = GLFW_GAMEPAD_BUTTON_A;
        // public const int GLFW_GAMEPAD_BUTTON_CIRCLE = GLFW_GAMEPAD_BUTTON_B;
        // public const int GLFW_GAMEPAD_BUTTON_SQUARE = GLFW_GAMEPAD_BUTTON_X;
        // public const int GLFW_GAMEPAD_BUTTON_TRIANGLE = GLFW_GAMEPAD_BUTTON_Y;
        /*! @} */

        /*! @defgroup gamepad_axes Gamepad axes
         *  @brief Gamepad axes.
         *
         *  See @ref gamepad for how these are used.
         *
         *  @ingroup input
         *  @{ */
        // public const int GLFW_GAMEPAD_AXIS_LEFT_X = 0;
        // public const int GLFW_GAMEPAD_AXIS_LEFT_Y = 1;
        // public const int GLFW_GAMEPAD_AXIS_RIGHT_X = 2;
        // public const int GLFW_GAMEPAD_AXIS_RIGHT_Y = 3;
        // public const int GLFW_GAMEPAD_AXIS_LEFT_TRIGGER = 4;
        // public const int GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER = 5;
        // public const int GLFW_GAMEPAD_AXIS_LAST = GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER;
        /*! @} */

        /*! @defgroup errors Error codes
         *  @brief Error codes.
         *
         *  See [error handling](@ref error_handling) for how these are used.
         *
         *  @ingroup init
         *  @{ */
        /*! @brief No error has occurred.
         *
         *  No error has occurred.
         *
         *  @analysis Yay.
         */
        // public const int GLFW_NO_ERROR = 0;
        /*! @brief GLFW has not been initialized.
         *
         *  This occurs if a GLFW function was called that must not be called unless the
         *  library is [initialized](@ref intro_init).
         *
         *  @analysis Application programmer error.  Initialize GLFW before calling any
         *  function that requires initialization.
         */
        // public const int GLFW_NOT_INITIALIZED = 0x00010001;
        /*! @brief No context is current for this thread.
         *
         *  This occurs if a GLFW function was called that needs and operates on the
         *  current OpenGL or OpenGL ES context but no context is current on the calling
         *  thread.  One such function is @ref glfwSwapInterval.
         *
         *  @analysis Application programmer error.  Ensure a context is current before
         *  calling functions that require a current context.
         */
        // public const int GLFW_NO_CURRENT_CONTEXT = 0x00010002;
        /*! @brief One of the arguments to the function was an invalid enum value.
         *
         *  One of the arguments to the function was an invalid enum value, for example
         *  requesting @ref GLFW_RED_BITS with @ref glfwGetWindowAttrib.
         *
         *  @analysis Application programmer error.  Fix the offending call.
         */
        // public const int GLFW_INVALID_ENUM = 0x00010003;
        /*! @brief One of the arguments to the function was an invalid value.
         *
         *  One of the arguments to the function was an invalid value, for example
         *  requesting a non-existent OpenGL or OpenGL ES version like 2.7.
         *
         *  Requesting a valid but unavailable OpenGL or OpenGL ES version will instead
         *  result in a @ref GLFW_VERSION_UNAVAILABLE error.
         *
         *  @analysis Application programmer error.  Fix the offending call.
         */
        // public const int GLFW_INVALID_VALUE = 0x00010004;
        /*! @brief A memory allocation failed.
         *
         *  A memory allocation failed.
         *
         *  @analysis A bug in GLFW or the underlying operating system.  Report the bug
         *  to our [issue tracker](https://github.com/glfw/glfw/issues).
         */
        // public const int GLFW_OUT_OF_MEMORY = 0x00010005;
        /*! @brief GLFW could not find support for the requested API on the system.
         *
         *  GLFW could not find support for the requested API on the system.
         *
         *  @analysis The installed graphics driver does not support the requested
         *  API, or does not support it via the chosen context creation backend.
         *  Below are a few examples.
         *
         *  @par
         *  Some pre-installed Windows graphics drivers do not support OpenGL.  AMD only
         *  supports OpenGL ES via EGL, while Nvidia and Intel only support it via
         *  a WGL or GLX extension.  macOS does not provide OpenGL ES at all.  The Mesa
         *  EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary
         *  driver.  Older graphics drivers do not support Vulkan.
         */
        // public const int GLFW_API_UNAVAILABLE = 0x00010006;
        /*! @brief The requested OpenGL or OpenGL ES version is not available.
         *
         *  The requested OpenGL or OpenGL ES version (including any requested context
         *  or framebuffer hints) is not available on this machine.
         *
         *  @analysis The machine does not support your requirements.  If your
         *  application is sufficiently flexible, downgrade your requirements and try
         *  again.  Otherwise, inform the user that their machine does not match your
         *  requirements.
         *
         *  @par
         *  Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0
         *  comes out before the 4.x series gets that far, also fail with this error and
         *  not @ref GLFW_INVALID_VALUE, because GLFW cannot know what future versions
         *  will exist.
         */
        // public const int GLFW_VERSION_UNAVAILABLE = 0x00010007;
        /*! @brief A platform-specific error occurred that does not match any of the
         *  more specific categories.
         *
         *  A platform-specific error occurred that does not match any of the more
         *  specific categories.
         *
         *  @analysis A bug or configuration error in GLFW, the underlying operating
         *  system or its drivers, or a lack of required resources.  Report the issue to
         *  our [issue tracker](https://github.com/glfw/glfw/issues).
         */
        // public const int GLFW_PLATFORM_ERROR = 0x00010008;
        /*! @brief The requested format is not supported or available.
         *
         *  If emitted during window creation, the requested pixel format is not
         *  supported.
         *
         *  If emitted when querying the clipboard, the contents of the clipboard could
         *  not be converted to the requested format.
         *
         *  @analysis If emitted during window creation, one or more
         *  [hard constraints](@ref window_hints_hard) did not match any of the
         *  available pixel formats.  If your application is sufficiently flexible,
         *  downgrade your requirements and try again.  Otherwise, inform the user that
         *  their machine does not match your requirements.
         *
         *  @par
         *  If emitted when querying the clipboard, ignore the error or report it to
         *  the user, as appropriate.
         */
        // public const int GLFW_FORMAT_UNAVAILABLE = 0x00010009;
        /*! @brief The specified window does not have an OpenGL or OpenGL ES context.
         *
         *  A window that does not have an OpenGL or OpenGL ES context was passed to
         *  a function that requires it to have one.
         *
         *  @analysis Application programmer error.  Fix the offending call.
         */
        // public const int GLFW_NO_WINDOW_CONTEXT = 0x0001000A;
        /*! @} */

        /*! @addtogroup window
         *  @{ */
        /*! @brief Input focus window hint and attribute
         *
         *  Input focus [window hint](@ref GLFW_FOCUSED_hint) or
         *  [window attribute](@ref GLFW_FOCUSED_attrib).
         */
        // public const int GLFW_FOCUSED = 0x00020001;
        /*! @brief Window iconification window attribute
         *
         *  Window iconification [window attribute](@ref GLFW_ICONIFIED_attrib).
         */
        // public const int GLFW_ICONIFIED = 0x00020002;
        /*! @brief Window resize-ability window hint and attribute
         *
         *  Window resize-ability [window hint](@ref GLFW_RESIZABLE_hint) and
         *  [window attribute](@ref GLFW_RESIZABLE_attrib).
         */
        // public const int GLFW_RESIZABLE = 0x00020003;
        /*! @brief Window visibility window hint and attribute
         *
         *  Window visibility [window hint](@ref GLFW_VISIBLE_hint) and
         *  [window attribute](@ref GLFW_VISIBLE_attrib).
         */
        // public const int GLFW_VISIBLE = 0x00020004;
        /*! @brief Window decoration window hint and attribute
         *
         *  Window decoration [window hint](@ref GLFW_DECORATED_hint) and
         *  [window attribute](@ref GLFW_DECORATED_attrib).
         */
        // public const int GLFW_DECORATED = 0x00020005;
        /*! @brief Window auto-iconification window hint and attribute
         *
         *  Window auto-iconification [window hint](@ref GLFW_AUTO_ICONIFY_hint) and
         *  [window attribute](@ref GLFW_AUTO_ICONIFY_attrib).
         */
        // public const int GLFW_AUTO_ICONIFY = 0x00020006;
        /*! @brief Window decoration window hint and attribute
         *
         *  Window decoration [window hint](@ref GLFW_FLOATING_hint) and
         *  [window attribute](@ref GLFW_FLOATING_attrib).
         */
        // public const int GLFW_FLOATING = 0x00020007;
        /*! @brief Window maximization window hint and attribute
         *
         *  Window maximization [window hint](@ref GLFW_MAXIMIZED_hint) and
         *  [window attribute](@ref GLFW_MAXIMIZED_attrib).
         */
        // public const int GLFW_MAXIMIZED = 0x00020008;
        /*! @brief Cursor centering window hint
         *
         *  Cursor centering [window hint](@ref GLFW_CENTER_CURSOR_hint).
         */
        // public const int GLFW_CENTER_CURSOR = 0x00020009;
        /*! @brief Window framebuffer transparency hint and attribute
         *
         *  Window framebuffer transparency
         *  [window hint](@ref GLFW_TRANSPARENT_FRAMEBUFFER_hint) and
         *  [window attribute](@ref GLFW_TRANSPARENT_FRAMEBUFFER_attrib).
         */
        // public const int GLFW_TRANSPARENT_FRAMEBUFFER = 0x0002000A;
        /*! @brief Mouse cursor hover window attribute.
         *
         *  Mouse cursor hover [window attribute](@ref GLFW_HOVERED_attrib).
         */
        // public const int GLFW_HOVERED = 0x0002000B;
        /*! @brief Input focus on calling show window hint and attribute
         *
         *  Input focus [window hint](@ref GLFW_FOCUS_ON_SHOW_hint) or
         *  [window attribute](@ref GLFW_FOCUS_ON_SHOW_attrib).
         */
        // public const int GLFW_FOCUS_ON_SHOW = 0x0002000C;

        /*! @brief Framebuffer bit depth hint.
         *
         *  Framebuffer bit depth [hint](@ref GLFW_RED_BITS).
         */
        // public const int GLFW_RED_BITS = 0x00021001;
        /*! @brief Framebuffer bit depth hint.
         *
         *  Framebuffer bit depth [hint](@ref GLFW_GREEN_BITS).
         */
        // public const int GLFW_GREEN_BITS = 0x00021002;
        /*! @brief Framebuffer bit depth hint.
         *
         *  Framebuffer bit depth [hint](@ref GLFW_BLUE_BITS).
         */
        // public const int GLFW_BLUE_BITS = 0x00021003;
        /*! @brief Framebuffer bit depth hint.
         *
         *  Framebuffer bit depth [hint](@ref GLFW_ALPHA_BITS).
         */
        // public const int GLFW_ALPHA_BITS = 0x00021004;
        /*! @brief Framebuffer bit depth hint.
         *
         *  Framebuffer bit depth [hint](@ref GLFW_DEPTH_BITS).
         */
        // public const int GLFW_DEPTH_BITS = 0x00021005;
        /*! @brief Framebuffer bit depth hint.
         *
         *  Framebuffer bit depth [hint](@ref GLFW_STENCIL_BITS).
         */
        // public const int GLFW_STENCIL_BITS = 0x00021006;
        /*! @brief Framebuffer bit depth hint.
         *
         *  Framebuffer bit depth [hint](@ref GLFW_ACCUM_RED_BITS).
         */
        // public const int GLFW_ACCUM_RED_BITS = 0x00021007;
        /*! @brief Framebuffer bit depth hint.
         *
         *  Framebuffer bit depth [hint](@ref GLFW_ACCUM_GREEN_BITS).
         */
        // public const int GLFW_ACCUM_GREEN_BITS = 0x00021008;
        /*! @brief Framebuffer bit depth hint.
         *
         *  Framebuffer bit depth [hint](@ref GLFW_ACCUM_BLUE_BITS).
         */
        // public const int GLFW_ACCUM_BLUE_BITS = 0x00021009;
        /*! @brief Framebuffer bit depth hint.
         *
         *  Framebuffer bit depth [hint](@ref GLFW_ACCUM_ALPHA_BITS).
         */
        // public const int GLFW_ACCUM_ALPHA_BITS = 0x0002100A;
        /*! @brief Framebuffer auxiliary buffer hint.
         *
         *  Framebuffer auxiliary buffer [hint](@ref GLFW_AUX_BUFFERS).
         */
        // public const int GLFW_AUX_BUFFERS = 0x0002100B;
        /*! @brief OpenGL stereoscopic rendering hint.
         *
         *  OpenGL stereoscopic rendering [hint](@ref GLFW_STEREO).
         */
        // public const int GLFW_STEREO = 0x0002100C;
        /*! @brief Framebuffer MSAA samples hint.
         *
         *  Framebuffer MSAA samples [hint](@ref GLFW_SAMPLES).
         */
        // public const int GLFW_SAMPLES = 0x0002100D;
        /*! @brief Framebuffer sRGB hint.
         *
         *  Framebuffer sRGB [hint](@ref GLFW_SRGB_CAPABLE).
         */
        // public const int GLFW_SRGB_CAPABLE = 0x0002100E;
        /*! @brief Monitor refresh rate hint.
         *
         *  Monitor refresh rate [hint](@ref GLFW_REFRESH_RATE).
         */
        // public const int GLFW_REFRESH_RATE = 0x0002100F;
        /*! @brief Framebuffer double buffering hint.
         *
         *  Framebuffer double buffering [hint](@ref GLFW_DOUBLEBUFFER).
         */
        // public const int GLFW_DOUBLEBUFFER = 0x00021010;

        /*! @brief Context client API hint and attribute.
         *
         *  Context client API [hint](@ref GLFW_CLIENT_API_hint) and
         *  [attribute](@ref GLFW_CLIENT_API_attrib).
         */
        // public const int GLFW_CLIENT_API = 0x00022001;
        /*! @brief Context client API major version hint and attribute.
         *
         *  Context client API major version [hint](@ref GLFW_CONTEXT_VERSION_MAJOR_hint)
         *  and [attribute](@ref GLFW_CONTEXT_VERSION_MAJOR_attrib).
         */
        // public const int GLFW_CONTEXT_VERSION_MAJOR = 0x00022002;
        /*! @brief Context client API minor version hint and attribute.
         *
         *  Context client API minor version [hint](@ref GLFW_CONTEXT_VERSION_MINOR_hint)
         *  and [attribute](@ref GLFW_CONTEXT_VERSION_MINOR_attrib).
         */
        // public const int GLFW_CONTEXT_VERSION_MINOR = 0x00022003;
        /*! @brief Context client API revision number attribute.
         *
         *  Context client API revision number
         *  [attribute](@ref GLFW_CONTEXT_REVISION_attrib).
         */
        // public const int GLFW_CONTEXT_REVISION = 0x00022004;
        /*! @brief Context robustness hint and attribute.
         *
         *  Context client API revision number [hint](@ref GLFW_CONTEXT_ROBUSTNESS_hint)
         *  and [attribute](@ref GLFW_CONTEXT_ROBUSTNESS_attrib).
         */
        // public const int GLFW_CONTEXT_ROBUSTNESS = 0x00022005;
        /*! @brief OpenGL forward-compatibility hint and attribute.
         *
         *  OpenGL forward-compatibility [hint](@ref GLFW_OPENGL_FORWARD_COMPAT_hint)
         *  and [attribute](@ref GLFW_OPENGL_FORWARD_COMPAT_attrib).
         */
        // public const int GLFW_OPENGL_FORWARD_COMPAT = 0x00022006;
        /*! @brief Debug mode context hint and attribute.
         *
         *  Debug mode context [hint](@ref GLFW_OPENGL_DEBUG_CONTEXT_hint) and
         *  [attribute](@ref GLFW_OPENGL_DEBUG_CONTEXT_attrib).
         */
        // public const int GLFW_OPENGL_DEBUG_CONTEXT = 0x00022007;
        /*! @brief OpenGL profile hint and attribute.
         *
         *  OpenGL profile [hint](@ref GLFW_OPENGL_PROFILE_hint) and
         *  [attribute](@ref GLFW_OPENGL_PROFILE_attrib).
         */
        // public const int GLFW_OPENGL_PROFILE = 0x00022008;
        /*! @brief Context flush-on-release hint and attribute.
         *
         *  Context flush-on-release [hint](@ref GLFW_CONTEXT_RELEASE_BEHAVIOR_hint) and
         *  [attribute](@ref GLFW_CONTEXT_RELEASE_BEHAVIOR_attrib).
         */
        // public const int GLFW_CONTEXT_RELEASE_BEHAVIOR = 0x00022009;
        /*! @brief Context error suppression hint and attribute.
         *
         *  Context error suppression [hint](@ref GLFW_CONTEXT_NO_ERROR_hint) and
         *  [attribute](@ref GLFW_CONTEXT_NO_ERROR_attrib).
         */
        // public const int GLFW_CONTEXT_NO_ERROR = 0x0002200A;
        /*! @brief Context creation API hint and attribute.
         *
         *  Context creation API [hint](@ref GLFW_CONTEXT_CREATION_API_hint) and
         *  [attribute](@ref GLFW_CONTEXT_CREATION_API_attrib).
         */
        // public const int GLFW_CONTEXT_CREATION_API = 0x0002200B;
        /*! @brief Window content area scaling window
         *  [window hint](@ref GLFW_SCALE_TO_MONITOR).
         */
        // public const int GLFW_SCALE_TO_MONITOR = 0x0002200C;
        /*! @brief macOS specific
         *  [window hint](@ref GLFW_COCOA_RETINA_FRAMEBUFFER_hint).
         */
        // public const int GLFW_COCOA_RETINA_FRAMEBUFFER = 0x00023001;
        /*! @brief macOS specific
         *  [window hint](@ref GLFW_COCOA_FRAME_NAME_hint).
         */
        // public const int GLFW_COCOA_FRAME_NAME = 0x00023002;
        /*! @brief macOS specific
         *  [window hint](@ref GLFW_COCOA_GRAPHICS_SWITCHING_hint).
         */
        // public const int GLFW_COCOA_GRAPHICS_SWITCHING = 0x00023003;
        /*! @brief X11 specific
         *  [window hint](@ref GLFW_X11_CLASS_NAME_hint).
         */
        // public const int GLFW_X11_CLASS_NAME = 0x00024001;
        /*! @brief X11 specific
         *  [window hint](@ref GLFW_X11_CLASS_NAME_hint).
         */
        // public const int GLFW_X11_INSTANCE_NAME = 0x00024002;
        /*! @} */

        // public const int GLFW_NO_API = 0;
        // public const int GLFW_OPENGL_API = 0x00030001;
        // public const int GLFW_OPENGL_ES_API = 0x00030002;

        // public const int GLFW_NO_ROBUSTNESS = 0;
        // public const int GLFW_NO_RESET_NOTIFICATION = 0x00031001;
        // public const int GLFW_LOSE_CONTEXT_ON_RESET = 0x00031002;

        // public const int GLFW_OPENGL_ANY_PROFILE = 0;
        // public const int GLFW_OPENGL_CORE_PROFILE = 0x00032001;
        // public const int GLFW_OPENGL_COMPAT_PROFILE = 0x00032002;

        // public const int GLFW_CURSOR = 0x00033001;
        // public const int GLFW_STICKY_KEYS = 0x00033002;
        // public const int GLFW_STICKY_MOUSE_BUTTONS = 0x00033003;
        // public const int GLFW_LOCK_KEY_MODS = 0x00033004;
        // public const int GLFW_RAW_MOUSE_MOTION = 0x00033005;

        // public const int GLFW_CURSOR_NORMAL = 0x00034001;
        // public const int GLFW_CURSOR_HIDDEN = 0x00034002;
        // public const int GLFW_CURSOR_DISABLED = 0x00034003;

        // public const int GLFW_ANY_RELEASE_BEHAVIOR = 0;
        // public const int GLFW_RELEASE_BEHAVIOR_FLUSH = 0x00035001;
        // public const int GLFW_RELEASE_BEHAVIOR_NONE = 0x00035002;

        // public const int GLFW_NATIVE_CONTEXT_API = 0x00036001;
        // public const int GLFW_EGL_CONTEXT_API = 0x00036002;
        // public const int GLFW_OSMESA_CONTEXT_API = 0x00036003;

        /*! @defgroup shapes Standard cursor shapes
         *  @brief Standard system cursor shapes.
         *
         *  See [standard cursor creation](@ref cursor_standard) for how these are used.
         *
         *  @ingroup input
         *  @{ */

        /*! @brief The regular arrow cursor shape.
         *
         *  The regular arrow cursor.
         */
        // public const int GLFW_ARROW_CURSOR = 0x00036001;
        /*! @brief The text input I-beam cursor shape.
         *
         *  The text input I-beam cursor shape.
         */
        // public const int GLFW_IBEAM_CURSOR = 0x00036002;
        /*! @brief The crosshair shape.
         *
         *  The crosshair shape.
         */
        // public const int GLFW_CROSSHAIR_CURSOR = 0x00036003;
        /*! @brief The hand shape.
         *
         *  The hand shape.
         */
        // public const int GLFW_HAND_CURSOR = 0x00036004;
        /*! @brief The horizontal resize arrow shape.
         *
         *  The horizontal resize arrow shape.
         */
        // public const int GLFW_HRESIZE_CURSOR = 0x00036005;
        /*! @brief The vertical resize arrow shape.
         *
         *  The vertical resize arrow shape.
         */
        // public const int GLFW_VRESIZE_CURSOR = 0x00036006;
        /*! @} */

        // public const int GLFW_CONNECTED = 0x00040001;
        // public const int GLFW_DISCONNECTED = 0x00040002;

        /*! @addtogroup init
         *  @{ */
        /*! @brief Joystick hat buttons init hint.
         *
         *  Joystick hat buttons [init hint](@ref GLFW_JOYSTICK_HAT_BUTTONS).
         */
        // public const int GLFW_JOYSTICK_HAT_BUTTONS = 0x00050001;
        /*! @brief macOS specific init hint.
         *
         *  macOS specific [init hint](@ref GLFW_COCOA_CHDIR_RESOURCES_hint).
         */
        // public const int GLFW_COCOA_CHDIR_RESOURCES = 0x00051001;
        /*! @brief macOS specific init hint.
         *
         *  macOS specific [init hint](@ref GLFW_COCOA_MENUBAR_hint).
         */
        // public const int GLFW_COCOA_MENUBAR = 0x00051002;
        /*! @} */

        // public const int GLFW_DONT_CARE = -1;


        /*************************************************************************
         * GLFW API types
         *************************************************************************/

        /*! @brief Client API function pointer type.
         *
         *  Generic function pointer used for returning client API function pointers
         *  without forcing a cast from a regular pointer.
         *
         *  @sa @ref context_glext
         *  @sa @ref glfwGetProcAddress
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup context
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (*GLFWglproc)(void); */
        public delegate void GLFWglproc();

        /*! @brief Vulkan API function pointer type.
         *
         *  Generic function pointer used for returning Vulkan API function pointers
         *  without forcing a cast from a regular pointer.
         *
         *  @sa @ref vulkan_proc
         *  @sa @ref glfwGetInstanceProcAddress
         *
         *  @since Added in version 3.2.
         *
         *  @ingroup vulkan
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (*GLFWvkproc)(void); */
        public delegate void GLFWvkproc();

        /*! @brief Opaque monitor object.
         *
         *  Opaque monitor object.
         *
         *  @see @ref monitor_object
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup monitor
         */
        // typedef struct GLFWmonitor GLFWmonitor;
        /*! @brief Opaque window object.
         *
         *  Opaque window object.
         *
         *  @see @ref window_object
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        // typedef struct GLFWwindow GLFWwindow;
        /*! @brief Opaque cursor object.
         *
         *  Opaque cursor object.
         *
         *  @see @ref cursor_object
         *
         *  @since Added in version 3.1.
         *
         *  @ingroup input
         */
        // typedef struct GLFWcursor GLFWcursor;
        /*! @brief The function pointer type for error callbacks.
         *
         *  This is the function pointer type for error callbacks.  An error callback
         *  function has the following signature:
         *  @code
         *  void callback_name(int error_code, const char* description)
         *  @endcode
         *
         *  @param[in] error_code An [error code](@ref errors).  Future releases may add
         *  more error codes.
         *  @param[in] description A UTF-8 encoded string describing the error.
         *
         *  @pointer_lifetime The error description string is valid until the callback
         *  function returns.
         *
         *  @sa @ref error_handling
         *  @sa @ref glfwSetErrorCallback
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup init
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWerrorfun)(int error_code, const char* description); */
        public delegate void GLFWerrorfun(int error_code, byte* description);

        /*! @brief The function pointer type for window position callbacks.
         *
         *  This is the function pointer type for window position callbacks.  A window
         *  position callback function has the following signature:
         *  @code
         *  void callback_name(GLFWwindow* window, int xpos, int ypos)
         *  @endcode
         *
         *  @param[in] window The window that was moved.
         *  @param[in] xpos The new x-coordinate, in screen coordinates, of the
         *  upper-left corner of the content area of the window.
         *  @param[in] ypos The new y-coordinate, in screen coordinates, of the
         *  upper-left corner of the content area of the window.
         *
         *  @sa @ref window_pos
         *  @sa @ref glfwSetWindowPosCallback
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWwindowposfun)(GLFWwindow* window, int xpos, int ypos); */
        public delegate void GLFWwindowposfun(IntPtr window, int xpos, int ypos);

        /*! @brief The function pointer type for window size callbacks.
         *
         *  This is the function pointer type for window size callbacks.  A window size
         *  callback function has the following signature:
         *  @code
         *  void callback_name(GLFWwindow* window, int width, int height)
         *  @endcode
         *
         *  @param[in] window The window that was resized.
         *  @param[in] width The new width, in screen coordinates, of the window.
         *  @param[in] height The new height, in screen coordinates, of the window.
         *
         *  @sa @ref window_size
         *  @sa @ref glfwSetWindowSizeCallback
         *
         *  @since Added in version 1.0.
         *  @glfw3 Added window handle parameter.
         *
         *  @ingroup window
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWwindowsizefun)(GLFWwindow* window, int width, int height); */
        public delegate void GLFWwindowsizefun(IntPtr window, int width, int height);

        /*! @brief The function pointer type for window close callbacks.
         *
         *  This is the function pointer type for window close callbacks.  A window
         *  close callback function has the following signature:
         *  @code
         *  void function_name(GLFWwindow* window)
         *  @endcode
         *
         *  @param[in] window The window that the user attempted to close.
         *
         *  @sa @ref window_close
         *  @sa @ref glfwSetWindowCloseCallback
         *
         *  @since Added in version 2.5.
         *  @glfw3 Added window handle parameter.
         *
         *  @ingroup window
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWwindowclosefun)(GLFWwindow* window); */
        public delegate void GLFWwindowclosefun(IntPtr window);

        /*! @brief The function pointer type for window content refresh callbacks.
         *
         *  This is the function pointer type for window content refresh callbacks.
         *  A window content refresh callback function has the following signature:
         *  @code
         *  void function_name(GLFWwindow* window);
         *  @endcode
         *
         *  @param[in] window The window whose content needs to be refreshed.
         *
         *  @sa @ref window_refresh
         *  @sa @ref glfwSetWindowRefreshCallback
         *
         *  @since Added in version 2.5.
         *  @glfw3 Added window handle parameter.
         *
         *  @ingroup window
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWwindowrefreshfun)(GLFWwindow* window); */
        public delegate void GLFWwindowrefreshfun(IntPtr window);

        /*! @brief The function pointer type for window focus callbacks.
         *
         *  This is the function pointer type for window focus callbacks.  A window
         *  focus callback function has the following signature:
         *  @code
         *  void function_name(GLFWwindow* window, int focused)
         *  @endcode
         *
         *  @param[in] window The window that gained or lost input focus.
         *  @param[in] focused `GLFW_TRUE` if the window was given input focus, or
         *  `GLFW_FALSE` if it lost it.
         *
         *  @sa @ref window_focus
         *  @sa @ref glfwSetWindowFocusCallback
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWwindowfocusfun)(GLFWwindow* window, int focused); */
        public delegate void GLFWwindowfocusfun(IntPtr window, int focused);

        /*! @brief The function pointer type for window iconify callbacks.
         *
         *  This is the function pointer type for window iconify callbacks.  A window
         *  iconify callback function has the following signature:
         *  @code
         *  void function_name(GLFWwindow* window, int iconified)
         *  @endcode
         *
         *  @param[in] window The window that was iconified or restored.
         *  @param[in] iconified `GLFW_TRUE` if the window was iconified, or
         *  `GLFW_FALSE` if it was restored.
         *
         *  @sa @ref window_iconify
         *  @sa @ref glfwSetWindowIconifyCallback
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWwindowiconifyfun)(GLFWwindow* window, int iconified); */
        public delegate void GLFWwindowiconifyfun(IntPtr window, int iconified);

        /*! @brief The function pointer type for window maximize callbacks.
         *
         *  This is the function pointer type for window maximize callbacks.  A window
         *  maximize callback function has the following signature:
         *  @code
         *  void function_name(GLFWwindow* window, int maximized)
         *  @endcode
         *
         *  @param[in] window The window that was maximized or restored.
         *  @param[in] maximized `GLFW_TRUE` if the window was maximized, or
         *  `GLFW_FALSE` if it was restored.
         *
         *  @sa @ref window_maximize
         *  @sa glfwSetWindowMaximizeCallback
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup window
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWwindowmaximizefun)(GLFWwindow* window, int maximized); */
        public delegate void GLFWwindowmaximizefun(IntPtr window, int maximized);

        /*! @brief The function pointer type for framebuffer size callbacks.
         *
         *  This is the function pointer type for framebuffer size callbacks.
         *  A framebuffer size callback function has the following signature:
         *  @code
         *  void function_name(GLFWwindow* window, int width, int height)
         *  @endcode
         *
         *  @param[in] window The window whose framebuffer was resized.
         *  @param[in] width The new width, in pixels, of the framebuffer.
         *  @param[in] height The new height, in pixels, of the framebuffer.
         *
         *  @sa @ref window_fbsize
         *  @sa @ref glfwSetFramebufferSizeCallback
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWframebuffersizefun)(GLFWwindow* window, int width, int height); */
        public delegate void GLFWframebuffersizefun(IntPtr window, int width, int height);

        /*! @brief The function pointer type for window content scale callbacks.
         *
         *  This is the function pointer type for window content scale callbacks.
         *  A window content scale callback function has the following signature:
         *  @code
         *  void function_name(GLFWwindow* window, float xscale, float yscale)
         *  @endcode
         *
         *  @param[in] window The window whose content scale changed.
         *  @param[in] xscale The new x-axis content scale of the window.
         *  @param[in] yscale The new y-axis content scale of the window.
         *
         *  @sa @ref window_scale
         *  @sa @ref glfwSetWindowContentScaleCallback
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup window
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWwindowcontentscalefun)(GLFWwindow* window, float xscale, float yscale); */
        public delegate void GLFWwindowcontentscalefun(IntPtr window, float xscale, float yscale);

        /*! @brief The function pointer type for mouse button callbacks.
         *
         *  This is the function pointer type for mouse button callback functions.
         *  A mouse button callback function has the following signature:
         *  @code
         *  void function_name(GLFWwindow* window, int button, int action, int mods)
         *  @endcode
         *
         *  @param[in] window The window that received the event.
         *  @param[in] button The [mouse button](@ref buttons) that was pressed or
         *  released.
         *  @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`.  Future releases
         *  may add more actions.
         *  @param[in] mods Bit field describing which [modifier keys](@ref mods) were
         *  held down.
         *
         *  @sa @ref input_mouse_button
         *  @sa @ref glfwSetMouseButtonCallback
         *
         *  @since Added in version 1.0.
         *  @glfw3 Added window handle and modifier mask parameters.
         *
         *  @ingroup input
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWmousebuttonfun)(GLFWwindow* window, int button, int action, int mods); */
        public delegate void GLFWmousebuttonfun(IntPtr window, int button, int action, int mods);

        /*! @brief The function pointer type for cursor position callbacks.
         *
         *  This is the function pointer type for cursor position callbacks.  A cursor
         *  position callback function has the following signature:
         *  @code
         *  void function_name(GLFWwindow* window, double xpos, double ypos);
         *  @endcode
         *
         *  @param[in] window The window that received the event.
         *  @param[in] xpos The new cursor x-coordinate, relative to the left edge of
         *  the content area.
         *  @param[in] ypos The new cursor y-coordinate, relative to the top edge of the
         *  content area.
         *
         *  @sa @ref cursor_pos
         *  @sa @ref glfwSetCursorPosCallback
         *
         *  @since Added in version 3.0.  Replaces `GLFWmouseposfun`.
         *
         *  @ingroup input
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWcursorposfun)(GLFWwindow* window, double xpos, double ypos); */
        public delegate void GLFWcursorposfun(IntPtr window, double xpos, double ypos);

        /*! @brief The function pointer type for cursor enter/leave callbacks.
         *
         *  This is the function pointer type for cursor enter/leave callbacks.
         *  A cursor enter/leave callback function has the following signature:
         *  @code
         *  void function_name(GLFWwindow* window, int entered)
         *  @endcode
         *
         *  @param[in] window The window that received the event.
         *  @param[in] entered `GLFW_TRUE` if the cursor entered the window's content
         *  area, or `GLFW_FALSE` if it left it.
         *
         *  @sa @ref cursor_enter
         *  @sa @ref glfwSetCursorEnterCallback
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup input
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWcursorenterfun)(GLFWwindow* window, int entered); */
        public delegate void GLFWcursorenterfun(IntPtr window, int entered);

        /*! @brief The function pointer type for scroll callbacks.
         *
         *  This is the function pointer type for scroll callbacks.  A scroll callback
         *  function has the following signature:
         *  @code
         *  void function_name(GLFWwindow* window, double xoffset, double yoffset)
         *  @endcode
         *
         *  @param[in] window The window that received the event.
         *  @param[in] xoffset The scroll offset along the x-axis.
         *  @param[in] yoffset The scroll offset along the y-axis.
         *
         *  @sa @ref scrolling
         *  @sa @ref glfwSetScrollCallback
         *
         *  @since Added in version 3.0.  Replaces `GLFWmousewheelfun`.
         *
         *  @ingroup input
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWscrollfun)(GLFWwindow* window, double xoffset, double yoffset); */
        public delegate void GLFWscrollfun(IntPtr window, double xoffset, double yoffset);

        /*! @brief The function pointer type for keyboard key callbacks.
         *
         *  This is the function pointer type for keyboard key callbacks.  A keyboard
         *  key callback function has the following signature:
         *  @code
         *  void function_name(GLFWwindow* window, int key, int scancode, int action, int mods)
         *  @endcode
         *
         *  @param[in] window The window that received the event.
         *  @param[in] key The [keyboard key](@ref keys) that was pressed or released.
         *  @param[in] scancode The system-specific scancode of the key.
         *  @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`.  Future
         *  releases may add more actions.
         *  @param[in] mods Bit field describing which [modifier keys](@ref mods) were
         *  held down.
         *
         *  @sa @ref input_key
         *  @sa @ref glfwSetKeyCallback
         *
         *  @since Added in version 1.0.
         *  @glfw3 Added window handle, scancode and modifier mask parameters.
         *
         *  @ingroup input
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWkeyfun)(GLFWwindow* window, int key, int scancode, int action, int mods); */
        public delegate void GLFWkeyfun(IntPtr window, int key, int scancode, int action, int mods);

        /*! @brief The function pointer type for Unicode character callbacks.
         *
         *  This is the function pointer type for Unicode character callbacks.
         *  A Unicode character callback function has the following signature:
         *  @code
         *  void function_name(GLFWwindow* window, unsigned int codepoint)
         *  @endcode
         *
         *  @param[in] window The window that received the event.
         *  @param[in] codepoint The Unicode code point of the character.
         *
         *  @sa @ref input_char
         *  @sa @ref glfwSetCharCallback
         *
         *  @since Added in version 2.4.
         *  @glfw3 Added window handle parameter.
         *
         *  @ingroup input
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWcharfun)(GLFWwindow* window, unsigned int codepoint); */
        public delegate void GLFWcharfun(IntPtr window, uint codepoint);

        /*! @brief The function pointer type for Unicode character with modifiers
         *  callbacks.
         *
         *  This is the function pointer type for Unicode character with modifiers
         *  callbacks.  It is called for each input character, regardless of what
         *  modifier keys are held down.  A Unicode character with modifiers callback
         *  function has the following signature:
         *  @code
         *  void function_name(GLFWwindow* window, unsigned int codepoint, int mods)
         *  @endcode
         *
         *  @param[in] window The window that received the event.
         *  @param[in] codepoint The Unicode code point of the character.
         *  @param[in] mods Bit field describing which [modifier keys](@ref mods) were
         *  held down.
         *
         *  @sa @ref input_char
         *  @sa @ref glfwSetCharModsCallback
         *
         *  @deprecated Scheduled for removal in version 4.0.
         *
         *  @since Added in version 3.1.
         *
         *  @ingroup input
         */
        [Obsolete("Scheduled for removal in version 4.0.")]
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWcharmodsfun)(GLFWwindow* window, unsigned int codepoint, int mods); */
        public delegate void GLFWcharmodsfun(IntPtr window, uint codepoint, int mods);

        /*! @brief The function pointer type for path drop callbacks.
         *
         *  This is the function pointer type for path drop callbacks.  A path drop
         *  callback function has the following signature:
         *  @code
         *  void function_name(GLFWwindow* window, int path_count, const char* paths[])
         *  @endcode
         *
         *  @param[in] window The window that received the event.
         *  @param[in] path_count The number of dropped paths.
         *  @param[in] paths The UTF-8 encoded file and/or directory path names.
         *
         *  @pointer_lifetime The path array and its strings are valid until the
         *  callback function returns.
         *
         *  @sa @ref path_drop
         *  @sa @ref glfwSetDropCallback
         *
         *  @since Added in version 3.1.
         *
         *  @ingroup input
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWdropfun)(GLFWwindow* window, int path_count, const char* paths[]); */
        public delegate void GLFWdropfun(IntPtr window, int path_count, byte** paths);

        /*! @brief The function pointer type for monitor configuration callbacks.
         *
         *  This is the function pointer type for monitor configuration callbacks.
         *  A monitor callback function has the following signature:
         *  @code
         *  void function_name(GLFWmonitor* monitor, int event)
         *  @endcode
         *
         *  @param[in] monitor The monitor that was connected or disconnected.
         *  @param[in] event_num One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.  Future
         *  releases may add more events.
         *
         *  @sa @ref monitor_event
         *  @sa @ref glfwSetMonitorCallback
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup monitor
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWmonitorfun)(GLFWmonitor* monitor, int event); */
        public delegate void GLFWmonitorfun(IntPtr monitor, int event_num);

        /*! @brief The function pointer type for joystick configuration callbacks.
         *
         *  This is the function pointer type for joystick configuration callbacks.
         *  A joystick configuration callback function has the following signature:
         *  @code
         *  void function_name(int jid, int event)
         *  @endcode
         *
         *  @param[in] jid The joystick that was connected or disconnected.
         *  @param[in] event_num One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.  Future
         *  releases may add more events.
         *
         *  @sa @ref joystick_event
         *  @sa @ref glfwSetJoystickCallback
         *
         *  @since Added in version 3.2.
         *
         *  @ingroup input
         */
        [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
        /* typedef void (* GLFWjoystickfun)(int jid, int event); */
        public delegate void GLFWjoystickfun(int jid, int event_num);

        /*! @brief Video mode type.
         *
         *  This describes a single video mode.
         *
         *  @sa @ref monitor_modes
         *  @sa @ref glfwGetVideoMode
         *  @sa @ref glfwGetVideoModes
         *
         *  @since Added in version 1.0.
         *  @glfw3 Added refresh rate member.
         *
         *  @ingroup monitor
         */
        [StructLayout(LayoutKind.Sequential)]
        public struct GLFWvidmode
        {
            /*! The width, in screen coordinates, of the video mode.
             */
            public int width;
            /*! The height, in screen coordinates, of the video mode.
             */
            public int height;
            /*! The bit depth of the red channel of the video mode.
             */
            public int redBits;
            /*! The bit depth of the green channel of the video mode.
             */
            public int greenBits;
            /*! The bit depth of the blue channel of the video mode.
             */
            public int blueBits;
            /*! The refresh rate, in Hz, of the video mode.
             */
            public int refreshRate;
        }

        /*! @brief Gamma ramp.
         *
         *  This describes the gamma ramp for a monitor.
         *
         *  @sa @ref monitor_gamma
         *  @sa @ref glfwGetGammaRamp
         *  @sa @ref glfwSetGammaRamp
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup monitor
         */
        public struct GLFWgammaramp
        {
            /*! An array of value describing the response of the red channel.
             */
            public ushort* red;
            /*! An array of value describing the response of the green channel.
             */
            public ushort* green;
            /*! An array of value describing the response of the blue channel.
             */
            public ushort* blue;
            /*! The number of elements in each array.
             */
            public uint size;
        }

        /*! @brief Image data.
         *
         *  This describes a single 2D image.  See the documentation for each related
         *  function what the expected pixel format is.
         *
         *  @sa @ref cursor_custom
         *  @sa @ref window_icon
         *
         *  @since Added in version 2.1.
         *  @glfw3 Removed format and bytes-per-pixel members.
         *
         *  @ingroup window
         */
        [StructLayout(LayoutKind.Sequential)]
        public struct GLFWimage
        {
            /*! The width, in pixels, of this image.
             */
            public int width;
            /*! The height, in pixels, of this image.
             */
            public int height;
            /*! The pixel data of this image, arranged left-to-right, top-to-bottom.
             */
            public byte* pixels;
        }

        /*! @brief Gamepad input state
         *
         *  This describes the input state of a gamepad.
         *
         *  @sa @ref gamepad
         *  @sa @ref glfwGetGamepadState
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup input
         */
        [StructLayout(LayoutKind.Sequential)]
        public struct GLFWgamepadstate
        {
            /*! The states of each [gamepad button](@ref gamepad_buttons), `GLFW_PRESS`
             *  or `GLFW_RELEASE`.
             */
            [MarshalAs(UnmanagedType.ByValArray, SizeConst = 15)]
            public byte[] buttons;
            /*! The states of each [gamepad axis](@ref gamepad_axes), in the range -1.0
             *  to 1.0 inclusive.
             */
            [MarshalAs(UnmanagedType.ByValArray, SizeConst = 6)]
            public float[] axes;
        } ;


        /*************************************************************************
         * GLFW API functions
         *************************************************************************/

        /*! @brief Initializes the GLFW library.
         *
         *  This function initializes the GLFW library.  Before most GLFW functions can
         *  be used, GLFW must be initialized, and before an application terminates GLFW
         *  should be terminated in order to free any resources allocated during or
         *  after initialization.
         *
         *  If this function fails, it calls @ref glfwTerminate before returning.  If it
         *  succeeds, you should call @ref glfwTerminate before the application exits.
         *
         *  Additional calls to this function after successful initialization but before
         *  termination will return `GLFW_TRUE` immediately.
         *
         *  @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_PLATFORM_ERROR.
         *
         *  @remark @macos This function will change the current directory of the
         *  application to the `Contents/Resources` subdirectory of the application's
         *  bundle, if present.  This can be disabled with the @ref
         *  GLFW_COCOA_CHDIR_RESOURCES init hint.
         *
         *  @remark @x11 This function will set the `LC_CTYPE` category of the
         *  application locale according to the current environment if that category is
         *  still "C".  This is because the "C" locale breaks Unicode text input.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref intro_init
         *  @sa @ref glfwTerminate
         *
         *  @since Added in version 1.0.
         *
         *  @ingroup init
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI int glfwInit(void); */
        public static extern int glfwInit();

        /*! @brief Terminates the GLFW library.
         *
         *  This function destroys all remaining windows and cursors, restores any
         *  modified gamma ramps and frees any other allocated resources.  Once this
         *  function is called, you must again call @ref glfwInit successfully before
         *  you will be able to use most GLFW functions.
         *
         *  If GLFW has been successfully initialized, this function should be called
         *  before the application exits.  If initialization fails, there is no need to
         *  call this function, as it is called by @ref glfwInit before it returns
         *  failure.
         *
         *  This function has no effect if GLFW is not initialized.
         *
         *  @errors Possible errors include @ref GLFW_PLATFORM_ERROR.
         *
         *  @remark This function may be called before @ref glfwInit.
         *
         *  @warning The contexts of any remaining windows must not be current on any
         *  other thread when this function is called.
         *
         *  @reentrancy This function must not be called from a callback.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref intro_init
         *  @sa @ref glfwInit
         *
         *  @since Added in version 1.0.
         *
         *  @ingroup init
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwTerminate(void); */
        public static extern void glfwTerminate();

        /*! @brief Sets the specified init hint to the desired value.
         *
         *  This function sets hints for the next initialization of GLFW.
         *
         *  The values you set hints to are never reset by GLFW, but they only take
         *  effect during initialization.  Once GLFW has been initialized, any values
         *  you set will be ignored until the library is terminated and initialized
         *  again.
         *
         *  Some hints are platform specific.  These may be set on any platform but they
         *  will only affect their specific platform.  Other platforms will ignore them.
         *  Setting these hints requires no platform specific headers or functions.
         *
         *  @param[in] hint The [init hint](@ref init_hints) to set.
         *  @param[in] value The new value of the init hint.
         *
         *  @errors Possible errors include @ref GLFW_INVALID_ENUM and @ref
         *  GLFW_INVALID_VALUE.
         *
         *  @remarks This function may be called before @ref glfwInit.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa init_hints
         *  @sa glfwInit
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup init
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwInitHint(int hint, int value); */
        public static extern void glfwInitHint(int hint, int value);

        /*! @brief Retrieves the version of the GLFW library.
         *
         *  This function retrieves the major, minor and revision numbers of the GLFW
         *  library.  It is intended for when you are using GLFW as a shared library and
         *  want to ensure that you are using the minimum required version.
         *
         *  Any or all of the version arguments may be `NULL`.
         *
         *  @param[out] major Where to store the major version number, or `NULL`.
         *  @param[out] minor Where to store the minor version number, or `NULL`.
         *  @param[out] rev Where to store the revision number, or `NULL`.
         *
         *  @errors None.
         *
         *  @remark This function may be called before @ref glfwInit.
         *
         *  @thread_safety This function may be called from any thread.
         *
         *  @sa @ref intro_version
         *  @sa @ref glfwGetVersionString
         *
         *  @since Added in version 1.0.
         *
         *  @ingroup init
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwGetVersion(int* major, int* minor, int* rev); */
        public static extern void glfwGetVersion(int* major, int* minor, int* rev);

        /*! @brief Returns a string describing the compile-time configuration.
         *
         *  This function returns the compile-time generated
         *  [version string](@ref intro_version_string) of the GLFW library binary.  It
         *  describes the version, platform, compiler and any platform-specific
         *  compile-time options.  It should not be confused with the OpenGL or OpenGL
         *  ES version string, queried with `glGetString`.
         *
         *  __Do not use the version string__ to parse the GLFW library version.  The
         *  @ref glfwGetVersion function provides the version of the running library
         *  binary in numerical format.
         *
         *  @return The ASCII encoded GLFW version string.
         *
         *  @errors None.
         *
         *  @remark This function may be called before @ref glfwInit.
         *
         *  @pointer_lifetime The returned string is static and compile-time generated.
         *
         *  @thread_safety This function may be called from any thread.
         *
         *  @sa @ref intro_version
         *  @sa @ref glfwGetVersion
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup init
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI const char* glfwGetVersionString(void); */
        public static extern byte* glfwGetVersionString();

        /*! @brief Returns and clears the last error for the calling thread.
         *
         *  This function returns and clears the [error code](@ref errors) of the last
         *  error that occurred on the calling thread, and optionally a UTF-8 encoded
         *  human-readable description of it.  If no error has occurred since the last
         *  call, it returns @ref GLFW_NO_ERROR (zero) and the description pointer is
         *  set to `NULL`.
         *
         *  @param[in] description Where to store the error description pointer, or `NULL`.
         *  @return The last error code for the calling thread, or @ref GLFW_NO_ERROR
         *  (zero).
         *
         *  @errors None.
         *
         *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
         *  should not free it yourself.  It is guaranteed to be valid only until the
         *  next error occurs or the library is terminated.
         *
         *  @remark This function may be called before @ref glfwInit.
         *
         *  @thread_safety This function may be called from any thread.
         *
         *  @sa @ref error_handling
         *  @sa @ref glfwSetErrorCallback
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup init
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI int glfwGetError(const char** description); */
        public static extern int glfwGetError(byte** description);

        /*! @brief Sets the error callback.
         *
         *  This function sets the error callback, which is called with an error code
         *  and a human-readable description each time a GLFW error occurs.
         *
         *  The error code is set before the callback is called.  Calling @ref
         *  glfwGetError from the error callback will return the same value as the error
         *  code argument.
         *
         *  The error callback is called on the thread where the error occurred.  If you
         *  are using GLFW from multiple threads, your error callback needs to be
         *  written accordingly.
         *
         *  Because the description string may have been generated specifically for that
         *  error, it is not guaranteed to be valid after the callback has returned.  If
         *  you wish to use it after the callback returns, you need to make a copy.
         *
         *  Once set, the error callback remains set even after the library has been
         *  terminated.
         *
         *  @param[in] callback The new callback, or `NULL` to remove the currently set
         *  callback.
         *  @return The previously set callback, or `NULL` if no callback was set.
         *
         *  @callback_signature
         *  @code
         *  void callback_name(int error_code, const char* description)
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [callback pointer type](@ref GLFWerrorfun).
         *
         *  @errors None.
         *
         *  @remark This function may be called before @ref glfwInit.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref error_handling
         *  @sa @ref glfwGetError
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup init
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun callback); */
        public static extern GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun callback);

        /*! @brief Returns the currently connected monitors.
         *
         *  This function returns an array of handles for all currently connected
         *  monitors.  The primary monitor is always first in the returned array.  If no
         *  monitors were found, this function returns `NULL`.
         *
         *  @param[out] count Where to store the number of monitors in the returned
         *  array.  This is set to zero if an error occurred.
         *  @return An array of monitor handles, or `NULL` if no monitors were found or
         *  if an [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
         *  should not free it yourself.  It is guaranteed to be valid only until the
         *  monitor configuration changes or the library is terminated.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref monitor_monitors
         *  @sa @ref monitor_event
         *  @sa @ref glfwGetPrimaryMonitor
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup monitor
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWmonitor** glfwGetMonitors(int* count); */
        public static extern IntPtr* glfwGetMonitors(int* count);

        /*! @brief Returns the primary monitor.
         *
         *  This function returns the primary monitor.  This is usually the monitor
         *  where elements like the task bar or global menu bar are located.
         *
         *  @return The primary monitor, or `NULL` if no monitors were found or if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @remark The primary monitor is always first in the array returned by @ref
         *  glfwGetMonitors.
         *
         *  @sa @ref monitor_monitors
         *  @sa @ref glfwGetMonitors
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup monitor
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWmonitor* glfwGetPrimaryMonitor(void); */
        public static extern IntPtr glfwGetPrimaryMonitor();

        /*! @brief Returns the position of the monitor's viewport on the virtual screen.
         *
         *  This function returns the position, in screen coordinates, of the upper-left
         *  corner of the specified monitor.
         *
         *  Any or all of the position arguments may be `NULL`.  If an error occurs, all
         *  non-`NULL` position arguments will be set to zero.
         *
         *  @param[in] monitor The monitor to query.
         *  @param[out] xpos Where to store the monitor x-coordinate, or `NULL`.
         *  @param[out] ypos Where to store the monitor y-coordinate, or `NULL`.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref monitor_properties
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup monitor
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos); */
        public static extern void glfwGetMonitorPos(IntPtr monitor, int* xpos, int* ypos);

        /*! @brief Retrieves the work area of the monitor.
         *
         *  This function returns the position, in screen coordinates, of the upper-left
         *  corner of the work area of the specified monitor along with the work area
         *  size in screen coordinates. The work area is defined as the area of the
         *  monitor not occluded by the operating system task bar where present. If no
         *  task bar exists then the work area is the monitor resolution in screen
         *  coordinates.
         *
         *  Any or all of the position and size arguments may be `NULL`.  If an error
         *  occurs, all non-`NULL` position and size arguments will be set to zero.
         *
         *  @param[in] monitor The monitor to query.
         *  @param[out] xpos Where to store the monitor x-coordinate, or `NULL`.
         *  @param[out] ypos Where to store the monitor y-coordinate, or `NULL`.
         *  @param[out] width Where to store the monitor width, or `NULL`.
         *  @param[out] height Where to store the monitor height, or `NULL`.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref monitor_workarea
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup monitor
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwGetMonitorWorkarea(GLFWmonitor* monitor, int* xpos, int* ypos, int* width, int* height); */
        public static extern void glfwGetMonitorWorkarea(IntPtr monitor, int* xpos, int* ypos, int* width, int* height);

        /*! @brief Returns the physical size of the monitor.
         *
         *  This function returns the size, in millimetres, of the display area of the
         *  specified monitor.
         *
         *  Some systems do not provide accurate monitor size information, either
         *  because the monitor
         *  [EDID](https://en.wikipedia.org/wiki/Extended_display_identification_data)
         *  data is incorrect or because the driver does not report it accurately.
         *
         *  Any or all of the size arguments may be `NULL`.  If an error occurs, all
         *  non-`NULL` size arguments will be set to zero.
         *
         *  @param[in] monitor The monitor to query.
         *  @param[out] widthMM Where to store the width, in millimetres, of the
         *  monitor's display area, or `NULL`.
         *  @param[out] heightMM Where to store the height, in millimetres, of the
         *  monitor's display area, or `NULL`.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @remark @win32 On Windows 8 and earlier the physical size is calculated from
         *  the current resolution and system DPI instead of querying the monitor EDID data.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref monitor_properties
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup monitor
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* widthMM, int* heightMM); */
        public static extern void glfwGetMonitorPhysicalSize(IntPtr monitor, int* widthMM, int* heightMM);

        /*! @brief Retrieves the content scale for the specified monitor.
         *
         *  This function retrieves the content scale for the specified monitor.  The
         *  content scale is the ratio between the current DPI and the platform's
         *  default DPI.  This is especially important for text and any UI elements.  If
         *  the pixel dimensions of your UI scaled by this look appropriate on your
         *  machine then it should appear at a reasonable size on other machines
         *  regardless of their DPI and scaling settings.  This relies on the system DPI
         *  and scaling settings being somewhat correct.
         *
         *  The content scale may depend on both the monitor resolution and pixel
         *  density and on user settings.  It may be very different from the raw DPI
         *  calculated from the physical size and current resolution.
         *
         *  @param[in] monitor The monitor to query.
         *  @param[out] xscale Where to store the x-axis content scale, or `NULL`.
         *  @param[out] yscale Where to store the y-axis content scale, or `NULL`.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref monitor_scale
         *  @sa @ref glfwGetWindowContentScale
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup monitor
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwGetMonitorContentScale(GLFWmonitor* monitor, float* xscale, float* yscale); */
        public static extern void glfwGetMonitorContentScale(IntPtr monitor, float* xscale, float* yscale);

        /*! @brief Returns the name of the specified monitor.
         *
         *  This function returns a human-readable name, encoded as UTF-8, of the
         *  specified monitor.  The name typically reflects the make and model of the
         *  monitor and is not guaranteed to be unique among the connected monitors.
         *
         *  @param[in] monitor The monitor to query.
         *  @return The UTF-8 encoded name of the monitor, or `NULL` if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
         *  should not free it yourself.  It is valid until the specified monitor is
         *  disconnected or the library is terminated.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref monitor_properties
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup monitor
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI const char* glfwGetMonitorName(GLFWmonitor* monitor); */
        public static extern byte* glfwGetMonitorName(IntPtr monitor);

        /*! @brief Sets the user pointer of the specified monitor.
         *
         *  This function sets the user-defined pointer of the specified monitor.  The
         *  current value is retained until the monitor is disconnected.  The initial
         *  value is `NULL`.
         *
         *  This function may be called from the monitor callback, even for a monitor
         *  that is being disconnected.
         *
         *  @param[in] monitor The monitor whose pointer to set.
         *  @param[in] pointer The new value.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function may be called from any thread.  Access is not
         *  synchronized.
         *
         *  @sa @ref monitor_userptr
         *  @sa @ref glfwGetMonitorUserPointer
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup monitor
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetMonitorUserPointer(GLFWmonitor* monitor, void* pointer); */
        public static extern void glfwSetMonitorUserPointer(IntPtr monitor, void* pointer);

        /*! @brief Returns the user pointer of the specified monitor.
         *
         *  This function returns the current value of the user-defined pointer of the
         *  specified monitor.  The initial value is `NULL`.
         *
         *  This function may be called from the monitor callback, even for a monitor
         *  that is being disconnected.
         *
         *  @param[in] monitor The monitor whose pointer to return.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function may be called from any thread.  Access is not
         *  synchronized.
         *
         *  @sa @ref monitor_userptr
         *  @sa @ref glfwSetMonitorUserPointer
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup monitor
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void* glfwGetMonitorUserPointer(GLFWmonitor* monitor); */
        public static extern void* glfwGetMonitorUserPointer(IntPtr monitor);

        /*! @brief Sets the monitor configuration callback.
         *
         *  This function sets the monitor configuration callback, or removes the
         *  currently set callback.  This is called when a monitor is connected to or
         *  disconnected from the system.
         *
         *  @param[in] callback The new callback, or `NULL` to remove the currently set
         *  callback.
         *  @return The previously set callback, or `NULL` if no callback was set or the
         *  library had not been [initialized](@ref intro_init).
         *
         *  @callback_signature
         *  @code
         *  void function_name(GLFWmonitor* monitor, int event)
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWmonitorfun).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref monitor_event
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup monitor
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun callback); */
        public static extern GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun callback);

        /*! @brief Returns the available video modes for the specified monitor.
         *
         *  This function returns an array of all video modes supported by the specified
         *  monitor.  The returned array is sorted in ascending order, first by color
         *  bit depth (the sum of all channel depths), then by resolution area (the
         *  product of width and height), then resolution width and finally by refresh
         *  rate.
         *
         *  @param[in] monitor The monitor to query.
         *  @param[out] count Where to store the number of video modes in the returned
         *  array.  This is set to zero if an error occurred.
         *  @return An array of video modes, or `NULL` if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
         *  should not free it yourself.  It is valid until the specified monitor is
         *  disconnected, this function is called again for that monitor or the library
         *  is terminated.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref monitor_modes
         *  @sa @ref glfwGetVideoMode
         *
         *  @since Added in version 1.0.
         *  @glfw3 Changed to return an array of modes for a specific monitor.
         *
         *  @ingroup monitor
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI const GLFWvidmode* glfwGetVideoModes(GLFWmonitor* monitor, int* count); */
        public static extern GLFWvidmode* glfwGetVideoModes(IntPtr monitor, int* count);

        /*! @brief Returns the current mode of the specified monitor.
         *
         *  This function returns the current video mode of the specified monitor.  If
         *  you have created a full screen window for that monitor, the return value
         *  will depend on whether that window is iconified.
         *
         *  @param[in] monitor The monitor to query.
         *  @return The current mode of the monitor, or `NULL` if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
         *  should not free it yourself.  It is valid until the specified monitor is
         *  disconnected or the library is terminated.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref monitor_modes
         *  @sa @ref glfwGetVideoModes
         *
         *  @since Added in version 3.0.  Replaces `glfwGetDesktopMode`.
         *
         *  @ingroup monitor
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* monitor); */
        public static extern GLFWvidmode* glfwGetVideoMode(IntPtr monitor);

        /*! @brief Generates a gamma ramp and sets it for the specified monitor.
         *
         *  This function generates an appropriately sized gamma ramp from the specified
         *  exponent and then calls @ref glfwSetGammaRamp with it.  The value must be
         *  a finite number greater than zero.
         *
         *  The software controlled gamma ramp is applied _in addition_ to the hardware
         *  gamma correction, which today is usually an approximation of sRGB gamma.
         *  This means that setting a perfectly linear ramp, or gamma 1.0, will produce
         *  the default (usually sRGB-like) behavior.
         *
         *  For gamma correct rendering with OpenGL or OpenGL ES, see the @ref
         *  GLFW_SRGB_CAPABLE hint.
         *
         *  @param[in] monitor The monitor whose gamma ramp to set.
         *  @param[in] gamma The desired exponent.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
         *
         *  @remark @wayland Gamma handling is a privileged protocol, this function
         *  will thus never be implemented and emits @ref GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref monitor_gamma
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup monitor
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetGamma(GLFWmonitor* monitor, float gamma); */
        public static extern void glfwSetGamma(IntPtr monitor, float gamma);

        /*! @brief Returns the current gamma ramp for the specified monitor.
         *
         *  This function returns the current gamma ramp of the specified monitor.
         *
         *  @param[in] monitor The monitor to query.
         *  @return The current gamma ramp, or `NULL` if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @remark @wayland Gamma handling is a privileged protocol, this function
         *  will thus never be implemented and emits @ref GLFW_PLATFORM_ERROR while
         *  returning `NULL`.
         *
         *  @pointer_lifetime The returned structure and its arrays are allocated and
         *  freed by GLFW.  You should not free them yourself.  They are valid until the
         *  specified monitor is disconnected, this function is called again for that
         *  monitor or the library is terminated.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref monitor_gamma
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup monitor
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* monitor); */
        public static extern GLFWgammaramp* glfwGetGammaRamp(IntPtr monitor);

        /*! @brief Sets the current gamma ramp for the specified monitor.
         *
         *  This function sets the current gamma ramp for the specified monitor.  The
         *  original gamma ramp for that monitor is saved by GLFW the first time this
         *  function is called and is restored by @ref glfwTerminate.
         *
         *  The software controlled gamma ramp is applied _in addition_ to the hardware
         *  gamma correction, which today is usually an approximation of sRGB gamma.
         *  This means that setting a perfectly linear ramp, or gamma 1.0, will produce
         *  the default (usually sRGB-like) behavior.
         *
         *  For gamma correct rendering with OpenGL or OpenGL ES, see the @ref
         *  GLFW_SRGB_CAPABLE hint.
         *
         *  @param[in] monitor The monitor whose gamma ramp to set.
         *  @param[in] ramp The gamma ramp to use.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @remark The size of the specified gamma ramp should match the size of the
         *  current ramp for that monitor.
         *
         *  @remark @win32 The gamma ramp size must be 256.
         *
         *  @remark @wayland Gamma handling is a privileged protocol, this function
         *  will thus never be implemented and emits @ref GLFW_PLATFORM_ERROR.
         *
         *  @pointer_lifetime The specified gamma ramp is copied before this function
         *  returns.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref monitor_gamma
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup monitor
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetGammaRamp(GLFWmonitor* monitor, const GLFWgammaramp* ramp); */
        public static extern void glfwSetGammaRamp(IntPtr monitor, GLFWgammaramp* ramp);

        /*! @brief Resets all window hints to their default values.
         *
         *  This function resets all window hints to their
         *  [default values](@ref window_hints_values).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_hints
         *  @sa @ref glfwWindowHint
         *  @sa @ref glfwWindowHintString
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwDefaultWindowHints(void); */
        public static extern void glfwDefaultWindowHints();

        /*! @brief Sets the specified window hint to the desired value.
         *
         *  This function sets hints for the next call to @ref glfwCreateWindow.  The
         *  hints, once set, retain their values until changed by a call to this
         *  function or @ref glfwDefaultWindowHints, or until the library is terminated.
         *
         *  Only integer value hints can be set with this function.  String value hints
         *  are set with @ref glfwWindowHintString.
         *
         *  This function does not check whether the specified hint values are valid.
         *  If you set hints to invalid values this will instead be reported by the next
         *  call to @ref glfwCreateWindow.
         *
         *  Some hints are platform specific.  These may be set on any platform but they
         *  will only affect their specific platform.  Other platforms will ignore them.
         *  Setting these hints requires no platform specific headers or functions.
         *
         *  @param[in] hint The [window hint](@ref window_hints) to set.
         *  @param[in] value The new value of the window hint.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_INVALID_ENUM.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_hints
         *  @sa @ref glfwWindowHintString
         *  @sa @ref glfwDefaultWindowHints
         *
         *  @since Added in version 3.0.  Replaces `glfwOpenWindowHint`.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwWindowHint(int hint, int value); */
        public static extern void glfwWindowHint(int hint, int value);

        /*! @brief Sets the specified window hint to the desired value.
         *
         *  This function sets hints for the next call to @ref glfwCreateWindow.  The
         *  hints, once set, retain their values until changed by a call to this
         *  function or @ref glfwDefaultWindowHints, or until the library is terminated.
         *
         *  Only string type hints can be set with this function.  Integer value hints
         *  are set with @ref glfwWindowHint.
         *
         *  This function does not check whether the specified hint values are valid.
         *  If you set hints to invalid values this will instead be reported by the next
         *  call to @ref glfwCreateWindow.
         *
         *  Some hints are platform specific.  These may be set on any platform but they
         *  will only affect their specific platform.  Other platforms will ignore them.
         *  Setting these hints requires no platform specific headers or functions.
         *
         *  @param[in] hint The [window hint](@ref window_hints) to set.
         *  @param[in] value The new value of the window hint.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_INVALID_ENUM.
         *
         *  @pointer_lifetime The specified string is copied before this function
         *  returns.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_hints
         *  @sa @ref glfwWindowHint
         *  @sa @ref glfwDefaultWindowHints
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwWindowHintString(int hint, const char* value); */
        public static extern void glfwWindowHintString(int hint, byte* value);

        /*! @brief Creates a window and its associated context.
         *
         *  This function creates a window and its associated OpenGL or OpenGL ES
         *  context.  Most of the options controlling how the window and its context
         *  should be created are specified with [window hints](@ref window_hints).
         *
         *  Successful creation does not change which context is current.  Before you
         *  can use the newly created context, you need to
         *  [make it current](@ref context_current).  For information about the `share`
         *  parameter, see @ref context_sharing.
         *
         *  The created window, framebuffer and context may differ from what you
         *  requested, as not all parameters and hints are
         *  [hard constraints](@ref window_hints_hard).  This includes the size of the
         *  window, especially for full screen windows.  To query the actual attributes
         *  of the created window, framebuffer and context, see @ref
         *  glfwGetWindowAttrib, @ref glfwGetWindowSize and @ref glfwGetFramebufferSize.
         *
         *  To create a full screen window, you need to specify the monitor the window
         *  will cover.  If no monitor is specified, the window will be windowed mode.
         *  Unless you have a way for the user to choose a specific monitor, it is
         *  recommended that you pick the primary monitor.  For more information on how
         *  to query connected monitors, see @ref monitor_monitors.
         *
         *  For full screen windows, the specified size becomes the resolution of the
         *  window's _desired video mode_.  As long as a full screen window is not
         *  iconified, the supported video mode most closely matching the desired video
         *  mode is set for the specified monitor.  For more information about full
         *  screen windows, including the creation of so called _windowed full screen_
         *  or _borderless full screen_ windows, see @ref window_windowed_full_screen.
         *
         *  Once you have created the window, you can switch it between windowed and
         *  full screen mode with @ref glfwSetWindowMonitor.  This will not affect its
         *  OpenGL or OpenGL ES context.
         *
         *  By default, newly created windows use the placement recommended by the
         *  window system.  To create the window at a specific position, make it
         *  initially invisible using the [GLFW_VISIBLE](@ref GLFW_VISIBLE_hint) window
         *  hint, set its [position](@ref window_pos) and then [show](@ref window_hide)
         *  it.
         *
         *  As long as at least one full screen window is not iconified, the screensaver
         *  is prohibited from starting.
         *
         *  Window systems put limits on window sizes.  Very large or very small window
         *  dimensions may be overridden by the window system on creation.  Check the
         *  actual [size](@ref window_size) after creation.
         *
         *  The [swap interval](@ref buffer_swap) is not set during window creation and
         *  the initial value may vary depending on driver settings and defaults.
         *
         *  @param[in] width The desired width, in screen coordinates, of the window.
         *  This must be greater than zero.
         *  @param[in] height The desired height, in screen coordinates, of the window.
         *  This must be greater than zero.
         *  @param[in] title The initial, UTF-8 encoded window title.
         *  @param[in] monitor The monitor to use for full screen mode, or `NULL` for
         *  windowed mode.
         *  @param[in] share The window whose context to share resources with, or `NULL`
         *  to not share resources.
         *  @return The handle of the created window, or `NULL` if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE, @ref GLFW_API_UNAVAILABLE, @ref
         *  GLFW_VERSION_UNAVAILABLE, @ref GLFW_FORMAT_UNAVAILABLE and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @remark @win32 Window creation will fail if the Microsoft GDI software
         *  OpenGL implementation is the only one available.
         *
         *  @remark @win32 If the executable has an icon resource named `GLFW_ICON,` it
         *  will be set as the initial icon for the window.  If no such icon is present,
         *  the `IDI_APPLICATION` icon will be used instead.  To set a different icon,
         *  see @ref glfwSetWindowIcon.
         *
         *  @remark @win32 The context to share resources with must not be current on
         *  any other thread.
         *
         *  @remark @macos The OS only supports forward-compatible core profile contexts
         *  for OpenGL versions 3.2 and later.  Before creating an OpenGL context of
         *  version 3.2 or later you must set the
         *  [GLFW_OPENGL_FORWARD_COMPAT](@ref GLFW_OPENGL_FORWARD_COMPAT_hint) and
         *  [GLFW_OPENGL_PROFILE](@ref GLFW_OPENGL_PROFILE_hint) hints accordingly.
         *  OpenGL 3.0 and 3.1 contexts are not supported at all on macOS.
         *
         *  @remark @macos The GLFW window has no icon, as it is not a document
         *  window, but the dock icon will be the same as the application bundle's icon.
         *  For more information on bundles, see the
         *  [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
         *  in the Mac Developer Library.
         *
         *  @remark @macos The first time a window is created the menu bar is created.
         *  If GLFW finds a `MainMenu.nib` it is loaded and assumed to contain a menu
         *  bar.  Otherwise a minimal menu bar is created manually with common commands
         *  like Hide, Quit and About.  The About entry opens a minimal about dialog
         *  with information from the application's bundle.  Menu bar creation can be
         *  disabled entirely with the @ref GLFW_COCOA_MENUBAR init hint.
         *
         *  @remark @macos On OS X 10.10 and later the window frame will not be rendered
         *  at full resolution on Retina displays unless the
         *  [GLFW_COCOA_RETINA_FRAMEBUFFER](@ref GLFW_COCOA_RETINA_FRAMEBUFFER_hint)
         *  hint is `GLFW_TRUE` and the `NSHighResolutionCapable` key is enabled in the
         *  application bundle's `Info.plist`.  For more information, see
         *  [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html)
         *  in the Mac Developer Library.  The GLFW test and example programs use
         *  a custom `Info.plist` template for this, which can be found as
         *  `CMake/MacOSXBundleInfo.plist.in` in the source tree.
         *
         *  @remark @macos When activating frame autosaving with
         *  [GLFW_COCOA_FRAME_NAME](@ref GLFW_COCOA_FRAME_NAME_hint), the specified
         *  window size and position may be overridden by previously saved values.
         *
         *  @remark @x11 Some window managers will not respect the placement of
         *  initially hidden windows.
         *
         *  @remark @x11 Due to the asynchronous nature of X11, it may take a moment for
         *  a window to reach its requested state.  This means you may not be able to
         *  query the final size, position or other attributes directly after window
         *  creation.
         *
         *  @remark @x11 The class part of the `WM_CLASS` window property will by
         *  default be set to the window title passed to this function.  The instance
         *  part will use the contents of the `RESOURCE_NAME` environment variable, if
         *  present and not empty, or fall back to the window title.  Set the
         *  [GLFW_X11_CLASS_NAME](@ref GLFW_X11_CLASS_NAME_hint) and
         *  [GLFW_X11_INSTANCE_NAME](@ref GLFW_X11_INSTANCE_NAME_hint) window hints to
         *  override this.
         *
         *  @remark @wayland Compositors should implement the xdg-decoration protocol
         *  for GLFW to decorate the window properly.  If this protocol isn't
         *  supported, or if the compositor prefers client-side decorations, a very
         *  simple fallback frame will be drawn using the wp_viewporter protocol.  A
         *  compositor can still emit close, maximize or fullscreen events, using for
         *  instance a keybind mechanism.  If neither of these protocols is supported,
         *  the window won't be decorated.
         *
         *  @remark @wayland A full screen window will not attempt to change the mode,
         *  no matter what the requested size or refresh rate.
         *
         *  @remark @wayland Screensaver inhibition requires the idle-inhibit protocol
         *  to be implemented in the user's compositor.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_creation
         *  @sa @ref glfwDestroyWindow
         *
         *  @since Added in version 3.0.  Replaces `glfwOpenWindow`.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, GLFWmonitor* monitor, GLFWwindow* share); */
        public static extern IntPtr glfwCreateWindow(int width, int height, byte* title, IntPtr monitor, IntPtr share);

        /*! @brief Destroys the specified window and its context.
         *
         *  This function destroys the specified window and its context.  On calling
         *  this function, no further callbacks will be called for that window.
         *
         *  If the context of the specified window is current on the main thread, it is
         *  detached before being destroyed.
         *
         *  @param[in] window The window to destroy.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @note The context of the specified window must not be current on any other
         *  thread when this function is called.
         *
         *  @reentrancy This function must not be called from a callback.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_creation
         *  @sa @ref glfwCreateWindow
         *
         *  @since Added in version 3.0.  Replaces `glfwCloseWindow`.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwDestroyWindow(GLFWwindow* window); */
        public static extern void glfwDestroyWindow(IntPtr window);

        /*! @brief Checks the close flag of the specified window.
         *
         *  This function returns the value of the close flag of the specified window.
         *
         *  @param[in] window The window to query.
         *  @return The value of the close flag.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function may be called from any thread.  Access is not
         *  synchronized.
         *
         *  @sa @ref window_close
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI int glfwWindowShouldClose(GLFWwindow* window); */
        public static extern int glfwWindowShouldClose(IntPtr window);

        /*! @brief Sets the close flag of the specified window.
         *
         *  This function sets the value of the close flag of the specified window.
         *  This can be used to override the user's attempt to close the window, or
         *  to signal that it should be closed.
         *
         *  @param[in] window The window whose flag to change.
         *  @param[in] value The new value.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function may be called from any thread.  Access is not
         *  synchronized.
         *
         *  @sa @ref window_close
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetWindowShouldClose(GLFWwindow* window, int value); */
        public static extern void glfwSetWindowShouldClose(IntPtr window, int value);

        /*! @brief Sets the title of the specified window.
         *
         *  This function sets the window title, encoded as UTF-8, of the specified
         *  window.
         *
         *  @param[in] window The window whose title to change.
         *  @param[in] title The UTF-8 encoded window title.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @remark @macos The window title will not be updated until the next time you
         *  process events.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_title
         *
         *  @since Added in version 1.0.
         *  @glfw3 Added window handle parameter.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title); */
        public static extern void glfwSetWindowTitle(IntPtr window, byte* title);

        /*! @brief Sets the icon for the specified window.
         *
         *  This function sets the icon of the specified window.  If passed an array of
         *  candidate images, those of or closest to the sizes desired by the system are
         *  selected.  If no images are specified, the window reverts to its default
         *  icon.
         *
         *  The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight
         *  bits per channel with the red channel first.  They are arranged canonically
         *  as packed sequential rows, starting from the top-left corner.
         *
         *  The desired image sizes varies depending on platform and system settings.
         *  The selected images will be rescaled as needed.  Good sizes include 16x16,
         *  32x32 and 48x48.
         *
         *  @param[in] window The window whose icon to set.
         *  @param[in] count The number of images in the specified array, or zero to
         *  revert to the default window icon.
         *  @param[in] images The images to create the icon from.  This is ignored if
         *  count is zero.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @pointer_lifetime The specified image data is copied before this function
         *  returns.
         *
         *  @remark @macos The GLFW window has no icon, as it is not a document
         *  window, so this function does nothing.  The dock icon will be the same as
         *  the application bundle's icon.  For more information on bundles, see the
         *  [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
         *  in the Mac Developer Library.
         *
         *  @remark @wayland There is no existing protocol to change an icon, the
         *  window will thus inherit the one defined in the application's desktop file.
         *  This function always emits @ref GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_icon
         *
         *  @since Added in version 3.2.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetWindowIcon(GLFWwindow* window, int count, const GLFWimage* images); */
        public static extern void glfwSetWindowIcon(IntPtr window, int count, GLFWimage* images);

        /*! @brief Retrieves the position of the content area of the specified window.
         *
         *  This function retrieves the position, in screen coordinates, of the
         *  upper-left corner of the content area of the specified window.
         *
         *  Any or all of the position arguments may be `NULL`.  If an error occurs, all
         *  non-`NULL` position arguments will be set to zero.
         *
         *  @param[in] window The window to query.
         *  @param[out] xpos Where to store the x-coordinate of the upper-left corner of
         *  the content area, or `NULL`.
         *  @param[out] ypos Where to store the y-coordinate of the upper-left corner of
         *  the content area, or `NULL`.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @remark @wayland There is no way for an application to retrieve the global
         *  position of its windows, this function will always emit @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_pos
         *  @sa @ref glfwSetWindowPos
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos); */
        public static extern void glfwGetWindowPos(IntPtr window, int* xpos, int* ypos);

        /*! @brief Sets the position of the content area of the specified window.
         *
         *  This function sets the position, in screen coordinates, of the upper-left
         *  corner of the content area of the specified windowed mode window.  If the
         *  window is a full screen window, this function does nothing.
         *
         *  __Do not use this function__ to move an already visible window unless you
         *  have very good reasons for doing so, as it will confuse and annoy the user.
         *
         *  The window manager may put limits on what positions are allowed.  GLFW
         *  cannot and should not override these limits.
         *
         *  @param[in] window The window to query.
         *  @param[in] xpos The x-coordinate of the upper-left corner of the content area.
         *  @param[in] ypos The y-coordinate of the upper-left corner of the content area.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @remark @wayland There is no way for an application to set the global
         *  position of its windows, this function will always emit @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_pos
         *  @sa @ref glfwGetWindowPos
         *
         *  @since Added in version 1.0.
         *  @glfw3 Added window handle parameter.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetWindowPos(GLFWwindow* window, int xpos, int ypos); */
        public static extern void glfwSetWindowPos(IntPtr window, int xpos, int ypos);

        /*! @brief Retrieves the size of the content area of the specified window.
         *
         *  This function retrieves the size, in screen coordinates, of the content area
         *  of the specified window.  If you wish to retrieve the size of the
         *  framebuffer of the window in pixels, see @ref glfwGetFramebufferSize.
         *
         *  Any or all of the size arguments may be `NULL`.  If an error occurs, all
         *  non-`NULL` size arguments will be set to zero.
         *
         *  @param[in] window The window whose size to retrieve.
         *  @param[out] width Where to store the width, in screen coordinates, of the
         *  content area, or `NULL`.
         *  @param[out] height Where to store the height, in screen coordinates, of the
         *  content area, or `NULL`.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_size
         *  @sa @ref glfwSetWindowSize
         *
         *  @since Added in version 1.0.
         *  @glfw3 Added window handle parameter.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwGetWindowSize(GLFWwindow* window, int* width, int* height); */
        public static extern void glfwGetWindowSize(IntPtr window, int* width, int* height);

        /*! @brief Sets the size limits of the specified window.
         *
         *  This function sets the size limits of the content area of the specified
         *  window.  If the window is full screen, the size limits only take effect
         *  once it is made windowed.  If the window is not resizable, this function
         *  does nothing.
         *
         *  The size limits are applied immediately to a windowed mode window and may
         *  cause it to be resized.
         *
         *  The maximum dimensions must be greater than or equal to the minimum
         *  dimensions and all must be greater than or equal to zero.
         *
         *  @param[in] window The window to set limits for.
         *  @param[in] minwidth The minimum width, in screen coordinates, of the content
         *  area, or `GLFW_DONT_CARE`.
         *  @param[in] minheight The minimum height, in screen coordinates, of the
         *  content area, or `GLFW_DONT_CARE`.
         *  @param[in] maxwidth The maximum width, in screen coordinates, of the content
         *  area, or `GLFW_DONT_CARE`.
         *  @param[in] maxheight The maximum height, in screen coordinates, of the
         *  content area, or `GLFW_DONT_CARE`.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
         *
         *  @remark If you set size limits and an aspect ratio that conflict, the
         *  results are undefined.
         *
         *  @remark @wayland The size limits will not be applied until the window is
         *  actually resized, either by the user or by the compositor.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_sizelimits
         *  @sa @ref glfwSetWindowAspectRatio
         *
         *  @since Added in version 3.2.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetWindowSizeLimits(GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight); */
        public static extern void glfwSetWindowSizeLimits(IntPtr window, int minwidth, int minheight, int maxwidth, int maxheight);

        /*! @brief Sets the aspect ratio of the specified window.
         *
         *  This function sets the required aspect ratio of the content area of the
         *  specified window.  If the window is full screen, the aspect ratio only takes
         *  effect once it is made windowed.  If the window is not resizable, this
         *  function does nothing.
         *
         *  The aspect ratio is specified as a numerator and a denominator and both
         *  values must be greater than zero.  For example, the common 16:9 aspect ratio
         *  is specified as 16 and 9, respectively.
         *
         *  If the numerator and denominator is set to `GLFW_DONT_CARE` then the aspect
         *  ratio limit is disabled.
         *
         *  The aspect ratio is applied immediately to a windowed mode window and may
         *  cause it to be resized.
         *
         *  @param[in] window The window to set limits for.
         *  @param[in] numer The numerator of the desired aspect ratio, or
         *  `GLFW_DONT_CARE`.
         *  @param[in] denom The denominator of the desired aspect ratio, or
         *  `GLFW_DONT_CARE`.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
         *
         *  @remark If you set size limits and an aspect ratio that conflict, the
         *  results are undefined.
         *
         *  @remark @wayland The aspect ratio will not be applied until the window is
         *  actually resized, either by the user or by the compositor.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_sizelimits
         *  @sa @ref glfwSetWindowSizeLimits
         *
         *  @since Added in version 3.2.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* window, int numer, int denom); */
        public static extern void glfwSetWindowAspectRatio(IntPtr window, int numer, int denom);

        /*! @brief Sets the size of the content area of the specified window.
         *
         *  This function sets the size, in screen coordinates, of the content area of
         *  the specified window.
         *
         *  For full screen windows, this function updates the resolution of its desired
         *  video mode and switches to the video mode closest to it, without affecting
         *  the window's context.  As the context is unaffected, the bit depths of the
         *  framebuffer remain unchanged.
         *
         *  If you wish to update the refresh rate of the desired video mode in addition
         *  to its resolution, see @ref glfwSetWindowMonitor.
         *
         *  The window manager may put limits on what sizes are allowed.  GLFW cannot
         *  and should not override these limits.
         *
         *  @param[in] window The window to resize.
         *  @param[in] width The desired width, in screen coordinates, of the window
         *  content area.
         *  @param[in] height The desired height, in screen coordinates, of the window
         *  content area.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @remark @wayland A full screen window will not attempt to change the mode,
         *  no matter what the requested size.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_size
         *  @sa @ref glfwGetWindowSize
         *  @sa @ref glfwSetWindowMonitor
         *
         *  @since Added in version 1.0.
         *  @glfw3 Added window handle parameter.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetWindowSize(GLFWwindow* window, int width, int height); */
        public static extern void glfwSetWindowSize(IntPtr window, int width, int height);

        /*! @brief Retrieves the size of the framebuffer of the specified window.
         *
         *  This function retrieves the size, in pixels, of the framebuffer of the
         *  specified window.  If you wish to retrieve the size of the window in screen
         *  coordinates, see @ref glfwGetWindowSize.
         *
         *  Any or all of the size arguments may be `NULL`.  If an error occurs, all
         *  non-`NULL` size arguments will be set to zero.
         *
         *  @param[in] window The window whose framebuffer to query.
         *  @param[out] width Where to store the width, in pixels, of the framebuffer,
         *  or `NULL`.
         *  @param[out] height Where to store the height, in pixels, of the framebuffer,
         *  or `NULL`.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_fbsize
         *  @sa @ref glfwSetFramebufferSizeCallback
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwGetFramebufferSize(GLFWwindow* window, int* width, int* height); */
        public static extern void glfwGetFramebufferSize(IntPtr window, int* width, int* height);

        /*! @brief Retrieves the size of the frame of the window.
         *
         *  This function retrieves the size, in screen coordinates, of each edge of the
         *  frame of the specified window.  This size includes the title bar, if the
         *  window has one.  The size of the frame may vary depending on the
         *  [window-related hints](@ref window_hints_wnd) used to create it.
         *
         *  Because this function retrieves the size of each window frame edge and not
         *  the offset along a particular coordinate axis, the retrieved values will
         *  always be zero or positive.
         *
         *  Any or all of the size arguments may be `NULL`.  If an error occurs, all
         *  non-`NULL` size arguments will be set to zero.
         *
         *  @param[in] window The window whose frame size to query.
         *  @param[out] left Where to store the size, in screen coordinates, of the left
         *  edge of the window frame, or `NULL`.
         *  @param[out] top Where to store the size, in screen coordinates, of the top
         *  edge of the window frame, or `NULL`.
         *  @param[out] right Where to store the size, in screen coordinates, of the
         *  right edge of the window frame, or `NULL`.
         *  @param[out] bottom Where to store the size, in screen coordinates, of the
         *  bottom edge of the window frame, or `NULL`.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_size
         *
         *  @since Added in version 3.1.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwGetWindowFrameSize(GLFWwindow* window, int* left, int* top, int* right, int* bottom); */
        public static extern void glfwGetWindowFrameSize(IntPtr window, int* left, int* top, int* right, int* bottom);

        /*! @brief Retrieves the content scale for the specified window.
         *
         *  This function retrieves the content scale for the specified window.  The
         *  content scale is the ratio between the current DPI and the platform's
         *  default DPI.  This is especially important for text and any UI elements.  If
         *  the pixel dimensions of your UI scaled by this look appropriate on your
         *  machine then it should appear at a reasonable size on other machines
         *  regardless of their DPI and scaling settings.  This relies on the system DPI
         *  and scaling settings being somewhat correct.
         *
         *  On systems where each monitors can have its own content scale, the window
         *  content scale will depend on which monitor the system considers the window
         *  to be on.
         *
         *  @param[in] window The window to query.
         *  @param[out] xscale Where to store the x-axis content scale, or `NULL`.
         *  @param[out] yscale Where to store the y-axis content scale, or `NULL`.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_scale
         *  @sa @ref glfwSetWindowContentScaleCallback
         *  @sa @ref glfwGetMonitorContentScale
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwGetWindowContentScale(GLFWwindow* window, float* xscale, float* yscale); */
        public static extern void glfwGetWindowContentScale(IntPtr window, float* xscale, float* yscale);

        /*! @brief Returns the opacity of the whole window.
         *
         *  This function returns the opacity of the window, including any decorations.
         *
         *  The opacity (or alpha) value is a positive finite number between zero and
         *  one, where zero is fully transparent and one is fully opaque.  If the system
         *  does not support whole window transparency, this function always returns one.
         *
         *  The initial opacity value for newly created windows is one.
         *
         *  @param[in] window The window to query.
         *  @return The opacity value of the specified window.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_transparency
         *  @sa @ref glfwSetWindowOpacity
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI float glfwGetWindowOpacity(GLFWwindow* window); */
        public static extern float glfwGetWindowOpacity(IntPtr window);

        /*! @brief Sets the opacity of the whole window.
         *
         *  This function sets the opacity of the window, including any decorations.
         *
         *  The opacity (or alpha) value is a positive finite number between zero and
         *  one, where zero is fully transparent and one is fully opaque.
         *
         *  The initial opacity value for newly created windows is one.
         *
         *  A window created with framebuffer transparency may not use whole window
         *  transparency.  The results of doing this are undefined.
         *
         *  @param[in] window The window to set the opacity for.
         *  @param[in] opacity The desired opacity of the specified window.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_transparency
         *  @sa @ref glfwGetWindowOpacity
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetWindowOpacity(GLFWwindow* window, float opacity); */
        public static extern void glfwSetWindowOpacity(IntPtr window, float opacity);

        /*! @brief Iconifies the specified window.
         *
         *  This function iconifies (minimizes) the specified window if it was
         *  previously restored.  If the window is already iconified, this function does
         *  nothing.
         *
         *  If the specified window is a full screen window, the original monitor
         *  resolution is restored until the window is restored.
         *
         *  @param[in] window The window to iconify.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @remark @wayland There is no concept of iconification in wl_shell, this
         *  function will emit @ref GLFW_PLATFORM_ERROR when using this deprecated
         *  protocol.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_iconify
         *  @sa @ref glfwRestoreWindow
         *  @sa @ref glfwMaximizeWindow
         *
         *  @since Added in version 2.1.
         *  @glfw3 Added window handle parameter.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwIconifyWindow(GLFWwindow* window); */
        public static extern void glfwIconifyWindow(IntPtr window);

        /*! @brief Restores the specified window.
         *
         *  This function restores the specified window if it was previously iconified
         *  (minimized) or maximized.  If the window is already restored, this function
         *  does nothing.
         *
         *  If the specified window is a full screen window, the resolution chosen for
         *  the window is restored on the selected monitor.
         *
         *  @param[in] window The window to restore.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_iconify
         *  @sa @ref glfwIconifyWindow
         *  @sa @ref glfwMaximizeWindow
         *
         *  @since Added in version 2.1.
         *  @glfw3 Added window handle parameter.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwRestoreWindow(GLFWwindow* window); */
        public static extern void glfwRestoreWindow(IntPtr window);

        /*! @brief Maximizes the specified window.
         *
         *  This function maximizes the specified window if it was previously not
         *  maximized.  If the window is already maximized, this function does nothing.
         *
         *  If the specified window is a full screen window, this function does nothing.
         *
         *  @param[in] window The window to maximize.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @par Thread Safety
         *  This function may only be called from the main thread.
         *
         *  @sa @ref window_iconify
         *  @sa @ref glfwIconifyWindow
         *  @sa @ref glfwRestoreWindow
         *
         *  @since Added in GLFW 3.2.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwMaximizeWindow(GLFWwindow* window); */
        public static extern void glfwMaximizeWindow(IntPtr window);

        /*! @brief Makes the specified window visible.
         *
         *  This function makes the specified window visible if it was previously
         *  hidden.  If the window is already visible or is in full screen mode, this
         *  function does nothing.
         *
         *  By default, windowed mode windows are focused when shown
         *  Set the [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) window hint
         *  to change this behavior for all newly created windows, or change the
         *  behavior for an existing window with @ref glfwSetWindowAttrib.
         *
         *  @param[in] window The window to make visible.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @remark @wayland Because Wayland wants every frame of the desktop to be
         *  complete, this function does not immediately make the window visible.
         *  Instead it will become visible the next time the window framebuffer is
         *  updated after this call.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_hide
         *  @sa @ref glfwHideWindow
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwShowWindow(GLFWwindow* window); */
        public static extern void glfwShowWindow(IntPtr window);

        /*! @brief Hides the specified window.
         *
         *  This function hides the specified window if it was previously visible.  If
         *  the window is already hidden or is in full screen mode, this function does
         *  nothing.
         *
         *  @param[in] window The window to hide.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_hide
         *  @sa @ref glfwShowWindow
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwHideWindow(GLFWwindow* window); */
        public static extern void glfwHideWindow(IntPtr window);

        /*! @brief Brings the specified window to front and sets input focus.
         *
         *  This function brings the specified window to front and sets input focus.
         *  The window should already be visible and not iconified.
         *
         *  By default, both windowed and full screen mode windows are focused when
         *  initially created.  Set the [GLFW_FOCUSED](@ref GLFW_FOCUSED_hint) to
         *  disable this behavior.
         *
         *  Also by default, windowed mode windows are focused when shown
         *  with @ref glfwShowWindow. Set the
         *  [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) to disable this behavior.
         *
         *  __Do not use this function__ to steal focus from other applications unless
         *  you are certain that is what the user wants.  Focus stealing can be
         *  extremely disruptive.
         *
         *  For a less disruptive way of getting the user's attention, see
         *  [attention requests](@ref window_attention).
         *
         *  @param[in] window The window to give input focus.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @remark @wayland It is not possible for an application to bring its windows
         *  to front, this function will always emit @ref GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_focus
         *  @sa @ref window_attention
         *
         *  @since Added in version 3.2.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwFocusWindow(GLFWwindow* window); */
        public static extern void glfwFocusWindow(IntPtr window);

        /*! @brief Requests user attention to the specified window.
         *
         *  This function requests user attention to the specified window.  On
         *  platforms where this is not supported, attention is requested to the
         *  application as a whole.
         *
         *  Once the user has given attention, usually by focusing the window or
         *  application, the system will end the request automatically.
         *
         *  @param[in] window The window to request attention to.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @remark @macos Attention is requested to the application as a whole, not the
         *  specific window.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_attention
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwRequestWindowAttention(GLFWwindow* window); */
        public static extern void glfwRequestWindowAttention(IntPtr window);

        /*! @brief Returns the monitor that the window uses for full screen mode.
         *
         *  This function returns the handle of the monitor that the specified window is
         *  in full screen on.
         *
         *  @param[in] window The window to query.
         *  @return The monitor, or `NULL` if the window is in windowed mode or an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_monitor
         *  @sa @ref glfwSetWindowMonitor
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window); */
        public static extern IntPtr glfwGetWindowMonitor(IntPtr window);

        /*! @brief Sets the mode, monitor, video mode and placement of a window.
         *
         *  This function sets the monitor that the window uses for full screen mode or,
         *  if the monitor is `NULL`, makes it windowed mode.
         *
         *  When setting a monitor, this function updates the width, height and refresh
         *  rate of the desired video mode and switches to the video mode closest to it.
         *  The window position is ignored when setting a monitor.
         *
         *  When the monitor is `NULL`, the position, width and height are used to
         *  place the window content area.  The refresh rate is ignored when no monitor
         *  is specified.
         *
         *  If you only wish to update the resolution of a full screen window or the
         *  size of a windowed mode window, see @ref glfwSetWindowSize.
         *
         *  When a window transitions from full screen to windowed mode, this function
         *  restores any previous window settings such as whether it is decorated,
         *  floating, resizable, has size or aspect ratio limits, etc.
         *
         *  @param[in] window The window whose monitor, size or video mode to set.
         *  @param[in] monitor The desired monitor, or `NULL` to set windowed mode.
         *  @param[in] xpos The desired x-coordinate of the upper-left corner of the
         *  content area.
         *  @param[in] ypos The desired y-coordinate of the upper-left corner of the
         *  content area.
         *  @param[in] width The desired with, in screen coordinates, of the content
         *  area or video mode.
         *  @param[in] height The desired height, in screen coordinates, of the content
         *  area or video mode.
         *  @param[in] refreshRate The desired refresh rate, in Hz, of the video mode,
         *  or `GLFW_DONT_CARE`.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @remark The OpenGL or OpenGL ES context will not be destroyed or otherwise
         *  affected by any resizing or mode switching, although you may need to update
         *  your viewport if the framebuffer size has changed.
         *
         *  @remark @wayland The desired window position is ignored, as there is no way
         *  for an application to set this property.
         *
         *  @remark @wayland Setting the window to full screen will not attempt to
         *  change the mode, no matter what the requested size or refresh rate.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_monitor
         *  @sa @ref window_full_screen
         *  @sa @ref glfwGetWindowMonitor
         *  @sa @ref glfwSetWindowSize
         *
         *  @since Added in version 3.2.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate); */
        public static extern void glfwSetWindowMonitor(IntPtr window, IntPtr monitor, int xpos, int ypos, int width, int height, int refreshRate);

        /*! @brief Returns an attribute of the specified window.
         *
         *  This function returns the value of an attribute of the specified window or
         *  its OpenGL or OpenGL ES context.
         *
         *  @param[in] window The window to query.
         *  @param[in] attrib The [window attribute](@ref window_attribs) whose value to
         *  return.
         *  @return The value of the attribute, or zero if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
         *
         *  @remark Framebuffer related hints are not window attributes.  See @ref
         *  window_attribs_fb for more information.
         *
         *  @remark Zero is a valid value for many window and context related
         *  attributes so you cannot use a return value of zero as an indication of
         *  errors.  However, this function should not fail as long as it is passed
         *  valid arguments and the library has been [initialized](@ref intro_init).
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_attribs
         *  @sa @ref glfwSetWindowAttrib
         *
         *  @since Added in version 3.0.  Replaces `glfwGetWindowParam` and
         *  `glfwGetGLVersion`.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib); */
        public static extern int glfwGetWindowAttrib(IntPtr window, int attrib);

        /*! @brief Sets an attribute of the specified window.
         *
         *  This function sets the value of an attribute of the specified window.
         *
         *  The supported attributes are [GLFW_DECORATED](@ref GLFW_DECORATED_attrib),
         *  [GLFW_RESIZABLE](@ref GLFW_RESIZABLE_attrib),
         *  [GLFW_FLOATING](@ref GLFW_FLOATING_attrib),
         *  [GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_attrib) and
         *  [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_attrib).
         *
         *  Some of these attributes are ignored for full screen windows.  The new
         *  value will take effect if the window is later made windowed.
         *
         *  Some of these attributes are ignored for windowed mode windows.  The new
         *  value will take effect if the window is later made full screen.
         *
         *  @param[in] window The window to set the attribute for.
         *  @param[in] attrib A supported window attribute.
         *  @param[in] value `GLFW_TRUE` or `GLFW_FALSE`.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
         *
         *  @remark Calling @ref glfwGetWindowAttrib will always return the latest
         *  value, even if that value is ignored by the current mode of the window.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_attribs
         *  @sa @ref glfwGetWindowAttrib
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetWindowAttrib(GLFWwindow* window, int attrib, int value); */
        public static extern void glfwSetWindowAttrib(IntPtr window, int attrib, int value);

        /*! @brief Sets the user pointer of the specified window.
         *
         *  This function sets the user-defined pointer of the specified window.  The
         *  current value is retained until the window is destroyed.  The initial value
         *  is `NULL`.
         *
         *  @param[in] window The window whose pointer to set.
         *  @param[in] pointer The new value.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function may be called from any thread.  Access is not
         *  synchronized.
         *
         *  @sa @ref window_userptr
         *  @sa @ref glfwGetWindowUserPointer
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetWindowUserPointer(GLFWwindow* window, void* pointer); */
        public static extern void glfwSetWindowUserPointer(IntPtr window, void* pointer);

        /*! @brief Returns the user pointer of the specified window.
         *
         *  This function returns the current value of the user-defined pointer of the
         *  specified window.  The initial value is `NULL`.
         *
         *  @param[in] window The window whose pointer to return.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function may be called from any thread.  Access is not
         *  synchronized.
         *
         *  @sa @ref window_userptr
         *  @sa @ref glfwSetWindowUserPointer
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window); */
        public static extern void* glfwGetWindowUserPointer(IntPtr window);

        /*! @brief Sets the position callback for the specified window.
         *
         *  This function sets the position callback of the specified window, which is
         *  called when the window is moved.  The callback is provided with the
         *  position, in screen coordinates, of the upper-left corner of the content
         *  area of the window.
         *
         *  @param[in] window The window whose callback to set.
         *  @param[in] callback The new callback, or `NULL` to remove the currently set
         *  callback.
         *  @return The previously set callback, or `NULL` if no callback was set or the
         *  library had not been [initialized](@ref intro_init).
         *
         *  @callback_signature
         *  @code
         *  void function_name(GLFWwindow* window, int xpos, int ypos)
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWwindowposfun).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @remark @wayland This callback will never be called, as there is no way for
         *  an application to know its global position.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_pos
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun callback); */
        public static extern GLFWwindowposfun glfwSetWindowPosCallback(IntPtr window, GLFWwindowposfun callback);

        /*! @brief Sets the size callback for the specified window.
         *
         *  This function sets the size callback of the specified window, which is
         *  called when the window is resized.  The callback is provided with the size,
         *  in screen coordinates, of the content area of the window.
         *
         *  @param[in] window The window whose callback to set.
         *  @param[in] callback The new callback, or `NULL` to remove the currently set
         *  callback.
         *  @return The previously set callback, or `NULL` if no callback was set or the
         *  library had not been [initialized](@ref intro_init).
         *
         *  @callback_signature
         *  @code
         *  void function_name(GLFWwindow* window, int width, int height)
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWwindowsizefun).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_size
         *
         *  @since Added in version 1.0.
         *  @glfw3 Added window handle parameter and return value.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun callback); */
        public static extern GLFWwindowsizefun glfwSetWindowSizeCallback(IntPtr window, GLFWwindowsizefun callback);

        /*! @brief Sets the close callback for the specified window.
         *
         *  This function sets the close callback of the specified window, which is
         *  called when the user attempts to close the window, for example by clicking
         *  the close widget in the title bar.
         *
         *  The close flag is set before this callback is called, but you can modify it
         *  at any time with @ref glfwSetWindowShouldClose.
         *
         *  The close callback is not triggered by @ref glfwDestroyWindow.
         *
         *  @param[in] window The window whose callback to set.
         *  @param[in] callback The new callback, or `NULL` to remove the currently set
         *  callback.
         *  @return The previously set callback, or `NULL` if no callback was set or the
         *  library had not been [initialized](@ref intro_init).
         *
         *  @callback_signature
         *  @code
         *  void function_name(GLFWwindow* window)
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWwindowclosefun).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @remark @macos Selecting Quit from the application menu will trigger the
         *  close callback for all windows.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_close
         *
         *  @since Added in version 2.5.
         *  @glfw3 Added window handle parameter and return value.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwindowclosefun callback); */
        public static extern GLFWwindowclosefun glfwSetWindowCloseCallback(IntPtr window, GLFWwindowclosefun callback);

        /*! @brief Sets the refresh callback for the specified window.
         *
         *  This function sets the refresh callback of the specified window, which is
         *  called when the content area of the window needs to be redrawn, for example
         *  if the window has been exposed after having been covered by another window.
         *
         *  On compositing window systems such as Aero, Compiz, Aqua or Wayland, where
         *  the window contents are saved off-screen, this callback may be called only
         *  very infrequently or never at all.
         *
         *  @param[in] window The window whose callback to set.
         *  @param[in] callback The new callback, or `NULL` to remove the currently set
         *  callback.
         *  @return The previously set callback, or `NULL` if no callback was set or the
         *  library had not been [initialized](@ref intro_init).
         *
         *  @callback_signature
         *  @code
         *  void function_name(GLFWwindow* window);
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWwindowrefreshfun).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_refresh
         *
         *  @since Added in version 2.5.
         *  @glfw3 Added window handle parameter and return value.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun callback); */
        public static extern GLFWwindowrefreshfun glfwSetWindowRefreshCallback(IntPtr window, GLFWwindowrefreshfun callback);

        /*! @brief Sets the focus callback for the specified window.
         *
         *  This function sets the focus callback of the specified window, which is
         *  called when the window gains or loses input focus.
         *
         *  After the focus callback is called for a window that lost input focus,
         *  synthetic key and mouse button release events will be generated for all such
         *  that had been pressed.  For more information, see @ref glfwSetKeyCallback
         *  and @ref glfwSetMouseButtonCallback.
         *
         *  @param[in] window The window whose callback to set.
         *  @param[in] callback The new callback, or `NULL` to remove the currently set
         *  callback.
         *  @return The previously set callback, or `NULL` if no callback was set or the
         *  library had not been [initialized](@ref intro_init).
         *
         *  @callback_signature
         *  @code
         *  void function_name(GLFWwindow* window, int focused)
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWwindowfocusfun).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_focus
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun callback); */
        public static extern GLFWwindowfocusfun glfwSetWindowFocusCallback(IntPtr window, GLFWwindowfocusfun callback);

        /*! @brief Sets the iconify callback for the specified window.
         *
         *  This function sets the iconification callback of the specified window, which
         *  is called when the window is iconified or restored.
         *
         *  @param[in] window The window whose callback to set.
         *  @param[in] callback The new callback, or `NULL` to remove the currently set
         *  callback.
         *  @return The previously set callback, or `NULL` if no callback was set or the
         *  library had not been [initialized](@ref intro_init).
         *
         *  @callback_signature
         *  @code
         *  void function_name(GLFWwindow* window, int iconified)
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWwindowiconifyfun).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @remark @wayland The wl_shell protocol has no concept of iconification,
         *  this callback will never be called when using this deprecated protocol.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_iconify
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyfun callback); */
        public static extern GLFWwindowiconifyfun glfwSetWindowIconifyCallback(IntPtr window, GLFWwindowiconifyfun callback);

        /*! @brief Sets the maximize callback for the specified window.
         *
         *  This function sets the maximization callback of the specified window, which
         *  is called when the window is maximized or restored.
         *
         *  @param[in] window The window whose callback to set.
         *  @param[in] callback The new callback, or `NULL` to remove the currently set
         *  callback.
         *  @return The previously set callback, or `NULL` if no callback was set or the
         *  library had not been [initialized](@ref intro_init).
         *
         *  @callback_signature
         *  @code
         *  void function_name(GLFWwindow* window, int maximized)
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWwindowmaximizefun).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_maximize
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWwindowmaximizefun glfwSetWindowMaximizeCallback(GLFWwindow* window, GLFWwindowmaximizefun callback); */
        public static extern GLFWwindowmaximizefun glfwSetWindowMaximizeCallback(IntPtr window, GLFWwindowmaximizefun callback);

        /*! @brief Sets the framebuffer resize callback for the specified window.
         *
         *  This function sets the framebuffer resize callback of the specified window,
         *  which is called when the framebuffer of the specified window is resized.
         *
         *  @param[in] window The window whose callback to set.
         *  @param[in] callback The new callback, or `NULL` to remove the currently set
         *  callback.
         *  @return The previously set callback, or `NULL` if no callback was set or the
         *  library had not been [initialized](@ref intro_init).
         *
         *  @callback_signature
         *  @code
         *  void function_name(GLFWwindow* window, int width, int height)
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWframebuffersizefun).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_fbsize
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffersizefun callback); */
        public static extern GLFWframebuffersizefun glfwSetFramebufferSizeCallback(IntPtr window, GLFWframebuffersizefun callback);

        /*! @brief Sets the window content scale callback for the specified window.
         *
         *  This function sets the window content scale callback of the specified window,
         *  which is called when the content scale of the specified window changes.
         *
         *  @param[in] window The window whose callback to set.
         *  @param[in] callback The new callback, or `NULL` to remove the currently set
         *  callback.
         *  @return The previously set callback, or `NULL` if no callback was set or the
         *  library had not been [initialized](@ref intro_init).
         *
         *  @callback_signature
         *  @code
         *  void function_name(GLFWwindow* window, float xscale, float yscale)
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWwindowcontentscalefun).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref window_scale
         *  @sa @ref glfwGetWindowContentScale
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWwindowcontentscalefun glfwSetWindowContentScaleCallback(GLFWwindow* window, GLFWwindowcontentscalefun callback); */
        public static extern GLFWwindowcontentscalefun glfwSetWindowContentScaleCallback(IntPtr window, GLFWwindowcontentscalefun callback);

        /*! @brief Processes all pending events.
         *
         *  This function processes only those events that are already in the event
         *  queue and then returns immediately.  Processing events will cause the window
         *  and input callbacks associated with those events to be called.
         *
         *  On some platforms, a window move, resize or menu operation will cause event
         *  processing to block.  This is due to how event processing is designed on
         *  those platforms.  You can use the
         *  [window refresh callback](@ref window_refresh) to redraw the contents of
         *  your window when necessary during such operations.
         *
         *  Do not assume that callbacks you set will _only_ be called in response to
         *  event processing functions like this one.  While it is necessary to poll for
         *  events, window systems that require GLFW to register callbacks of its own
         *  can pass events to GLFW in response to many window system function calls.
         *  GLFW will pass those events on to the application callbacks before
         *  returning.
         *
         *  Event processing is not required for joystick input to work.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @reentrancy This function must not be called from a callback.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref events
         *  @sa @ref glfwWaitEvents
         *  @sa @ref glfwWaitEventsTimeout
         *
         *  @since Added in version 1.0.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwPollEvents(void); */
        public static extern void glfwPollEvents();

        /*! @brief Waits until events are queued and processes them.
         *
         *  This function puts the calling thread to sleep until at least one event is
         *  available in the event queue.  Once one or more events are available,
         *  it behaves exactly like @ref glfwPollEvents, i.e. the events in the queue
         *  are processed and the function then returns immediately.  Processing events
         *  will cause the window and input callbacks associated with those events to be
         *  called.
         *
         *  Since not all events are associated with callbacks, this function may return
         *  without a callback having been called even if you are monitoring all
         *  callbacks.
         *
         *  On some platforms, a window move, resize or menu operation will cause event
         *  processing to block.  This is due to how event processing is designed on
         *  those platforms.  You can use the
         *  [window refresh callback](@ref window_refresh) to redraw the contents of
         *  your window when necessary during such operations.
         *
         *  Do not assume that callbacks you set will _only_ be called in response to
         *  event processing functions like this one.  While it is necessary to poll for
         *  events, window systems that require GLFW to register callbacks of its own
         *  can pass events to GLFW in response to many window system function calls.
         *  GLFW will pass those events on to the application callbacks before
         *  returning.
         *
         *  Event processing is not required for joystick input to work.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @reentrancy This function must not be called from a callback.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref events
         *  @sa @ref glfwPollEvents
         *  @sa @ref glfwWaitEventsTimeout
         *
         *  @since Added in version 2.5.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwWaitEvents(void); */
        public static extern void glfwWaitEvents();

        /*! @brief Waits with timeout until events are queued and processes them.
         *
         *  This function puts the calling thread to sleep until at least one event is
         *  available in the event queue, or until the specified timeout is reached.  If
         *  one or more events are available, it behaves exactly like @ref
         *  glfwPollEvents, i.e. the events in the queue are processed and the function
         *  then returns immediately.  Processing events will cause the window and input
         *  callbacks associated with those events to be called.
         *
         *  The timeout value must be a positive finite number.
         *
         *  Since not all events are associated with callbacks, this function may return
         *  without a callback having been called even if you are monitoring all
         *  callbacks.
         *
         *  On some platforms, a window move, resize or menu operation will cause event
         *  processing to block.  This is due to how event processing is designed on
         *  those platforms.  You can use the
         *  [window refresh callback](@ref window_refresh) to redraw the contents of
         *  your window when necessary during such operations.
         *
         *  Do not assume that callbacks you set will _only_ be called in response to
         *  event processing functions like this one.  While it is necessary to poll for
         *  events, window systems that require GLFW to register callbacks of its own
         *  can pass events to GLFW in response to many window system function calls.
         *  GLFW will pass those events on to the application callbacks before
         *  returning.
         *
         *  Event processing is not required for joystick input to work.
         *
         *  @param[in] timeout The maximum amount of time, in seconds, to wait.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
         *
         *  @reentrancy This function must not be called from a callback.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref events
         *  @sa @ref glfwPollEvents
         *  @sa @ref glfwWaitEvents
         *
         *  @since Added in version 3.2.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwWaitEventsTimeout(double timeout); */
        public static extern void glfwWaitEventsTimeout(double timeout);

        /*! @brief Posts an empty event to the event queue.
         *
         *  This function posts an empty event from the current thread to the event
         *  queue, causing @ref glfwWaitEvents or @ref glfwWaitEventsTimeout to return.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function may be called from any thread.
         *
         *  @sa @ref events
         *  @sa @ref glfwWaitEvents
         *  @sa @ref glfwWaitEventsTimeout
         *
         *  @since Added in version 3.1.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwPostEmptyEvent(void); */
        public static extern void glfwPostEmptyEvent();

        /*! @brief Returns the value of an input option for the specified window.
         *
         *  This function returns the value of an input option for the specified window.
         *  The mode must be one of @ref GLFW_CURSOR, @ref GLFW_STICKY_KEYS,
         *  @ref GLFW_STICKY_MOUSE_BUTTONS, @ref GLFW_LOCK_KEY_MODS or
         *  @ref GLFW_RAW_MOUSE_MOTION.
         *
         *  @param[in] window The window to query.
         *  @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS`,
         *  `GLFW_STICKY_MOUSE_BUTTONS`, `GLFW_LOCK_KEY_MODS` or
         *  `GLFW_RAW_MOUSE_MOTION`.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_INVALID_ENUM.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref glfwSetInputMode
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode); */
        public static extern int glfwGetInputMode(IntPtr window, int mode);

        /*! @brief Sets an input option for the specified window.
         *
         *  This function sets an input mode option for the specified window.  The mode
         *  must be one of @ref GLFW_CURSOR, @ref GLFW_STICKY_KEYS,
         *  @ref GLFW_STICKY_MOUSE_BUTTONS, @ref GLFW_LOCK_KEY_MODS or
         *  @ref GLFW_RAW_MOUSE_MOTION.
         *
         *  If the mode is `GLFW_CURSOR`, the value must be one of the following cursor
         *  modes:
         *  - `GLFW_CURSOR_NORMAL` makes the cursor visible and behaving normally.
         *  - `GLFW_CURSOR_HIDDEN` makes the cursor invisible when it is over the
         *    content area of the window but does not restrict the cursor from leaving.
         *  - `GLFW_CURSOR_DISABLED` hides and grabs the cursor, providing virtual
         *    and unlimited cursor movement.  This is useful for implementing for
         *    example 3D camera controls.
         *
         *  If the mode is `GLFW_STICKY_KEYS`, the value must be either `GLFW_TRUE` to
         *  enable sticky keys, or `GLFW_FALSE` to disable it.  If sticky keys are
         *  enabled, a key press will ensure that @ref glfwGetKey returns `GLFW_PRESS`
         *  the next time it is called even if the key had been released before the
         *  call.  This is useful when you are only interested in whether keys have been
         *  pressed but not when or in which order.
         *
         *  If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either
         *  `GLFW_TRUE` to enable sticky mouse buttons, or `GLFW_FALSE` to disable it.
         *  If sticky mouse buttons are enabled, a mouse button press will ensure that
         *  @ref glfwGetMouseButton returns `GLFW_PRESS` the next time it is called even
         *  if the mouse button had been released before the call.  This is useful when
         *  you are only interested in whether mouse buttons have been pressed but not
         *  when or in which order.
         *
         *  If the mode is `GLFW_LOCK_KEY_MODS`, the value must be either `GLFW_TRUE` to
         *  enable lock key modifier bits, or `GLFW_FALSE` to disable them.  If enabled,
         *  callbacks that receive modifier bits will also have the @ref
         *  GLFW_MOD_CAPS_LOCK bit set when the event was generated with Caps Lock on,
         *  and the @ref GLFW_MOD_NUM_LOCK bit when Num Lock was on.
         *
         *  If the mode is `GLFW_RAW_MOUSE_MOTION`, the value must be either `GLFW_TRUE`
         *  to enable raw (unscaled and unaccelerated) mouse motion when the cursor is
         *  disabled, or `GLFW_FALSE` to disable it.  If raw motion is not supported,
         *  attempting to set this will emit @ref GLFW_PLATFORM_ERROR.  Call @ref
         *  glfwRawMouseMotionSupported to check for support.
         *
         *  @param[in] window The window whose input mode to set.
         *  @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS`,
         *  `GLFW_STICKY_MOUSE_BUTTONS`, `GLFW_LOCK_KEY_MODS` or
         *  `GLFW_RAW_MOUSE_MOTION`.
         *  @param[in] value The new value of the specified input mode.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref glfwGetInputMode
         *
         *  @since Added in version 3.0.  Replaces `glfwEnable` and `glfwDisable`.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value); */
        public static extern void glfwSetInputMode(IntPtr window, int mode, int value);

        /*! @brief Returns whether raw mouse motion is supported.
         *
         *  This function returns whether raw mouse motion is supported on the current
         *  system.  This status does not change after GLFW has been initialized so you
         *  only need to check this once.  If you attempt to enable raw motion on
         *  a system that does not support it, @ref GLFW_PLATFORM_ERROR will be emitted.
         *
         *  Raw mouse motion is closer to the actual motion of the mouse across
         *  a surface.  It is not affected by the scaling and acceleration applied to
         *  the motion of the desktop cursor.  That processing is suitable for a cursor
         *  while raw motion is better for controlling for example a 3D camera.  Because
         *  of this, raw mouse motion is only provided when the cursor is disabled.
         *
         *  @return `GLFW_TRUE` if raw mouse motion is supported on the current machine,
         *  or `GLFW_FALSE` otherwise.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref raw_mouse_motion
         *  @sa @ref glfwSetInputMode
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI int glfwRawMouseMotionSupported(void); */
        public static extern int glfwRawMouseMotionSupported();

        /*! @brief Returns the layout-specific name of the specified printable key.
         *
         *  This function returns the name of the specified printable key, encoded as
         *  UTF-8.  This is typically the character that key would produce without any
         *  modifier keys, intended for displaying key bindings to the user.  For dead
         *  keys, it is typically the diacritic it would add to a character.
         *
         *  __Do not use this function__ for [text input](@ref input_char).  You will
         *  break text input for many languages even if it happens to work for yours.
         *
         *  If the key is `GLFW_KEY_UNKNOWN`, the scancode is used to identify the key,
         *  otherwise the scancode is ignored.  If you specify a non-printable key, or
         *  `GLFW_KEY_UNKNOWN` and a scancode that maps to a non-printable key, this
         *  function returns `NULL` but does not emit an error.
         *
         *  This behavior allows you to always pass in the arguments in the
         *  [key callback](@ref input_key) without modification.
         *
         *  The printable keys are:
         *  - `GLFW_KEY_APOSTROPHE`
         *  - `GLFW_KEY_COMMA`
         *  - `GLFW_KEY_MINUS`
         *  - `GLFW_KEY_PERIOD`
         *  - `GLFW_KEY_SLASH`
         *  - `GLFW_KEY_SEMICOLON`
         *  - `GLFW_KEY_EQUAL`
         *  - `GLFW_KEY_LEFT_BRACKET`
         *  - `GLFW_KEY_RIGHT_BRACKET`
         *  - `GLFW_KEY_BACKSLASH`
         *  - `GLFW_KEY_WORLD_1`
         *  - `GLFW_KEY_WORLD_2`
         *  - `GLFW_KEY_0` to `GLFW_KEY_9`
         *  - `GLFW_KEY_A` to `GLFW_KEY_Z`
         *  - `GLFW_KEY_KP_0` to `GLFW_KEY_KP_9`
         *  - `GLFW_KEY_KP_DECIMAL`
         *  - `GLFW_KEY_KP_DIVIDE`
         *  - `GLFW_KEY_KP_MULTIPLY`
         *  - `GLFW_KEY_KP_SUBTRACT`
         *  - `GLFW_KEY_KP_ADD`
         *  - `GLFW_KEY_KP_EQUAL`
         *
         *  Names for printable keys depend on keyboard layout, while names for
         *  non-printable keys are the same across layouts but depend on the application
         *  language and should be localized along with other user interface text.
         *
         *  @param[in] key The key to query, or `GLFW_KEY_UNKNOWN`.
         *  @param[in] scancode The scancode of the key to query.
         *  @return The UTF-8 encoded, layout-specific name of the key, or `NULL`.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @remark The contents of the returned string may change when a keyboard
         *  layout change event is received.
         *
         *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
         *  should not free it yourself.  It is valid until the library is terminated.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref input_key_name
         *
         *  @since Added in version 3.2.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI const char* glfwGetKeyName(int key, int scancode); */
        public static extern byte* glfwGetKeyName(int key, int scancode);

        /*! @brief Returns the platform-specific scancode of the specified key.
         *
         *  This function returns the platform-specific scancode of the specified key.
         *
         *  If the key is `GLFW_KEY_UNKNOWN` or does not exist on the keyboard this
         *  method will return `-1`.
         *
         *  @param[in] key Any [named key](@ref keys).
         *  @return The platform-specific scancode for the key, or `-1` if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function may be called from any thread.
         *
         *  @sa @ref input_key
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI int glfwGetKeyScancode(int key); */
        public static extern int glfwGetKeyScancode(int key);

        /*! @brief Returns the last reported state of a keyboard key for the specified
         *  window.
         *
         *  This function returns the last state reported for the specified key to the
         *  specified window.  The returned state is one of `GLFW_PRESS` or
         *  `GLFW_RELEASE`.  The higher-level action `GLFW_REPEAT` is only reported to
         *  the key callback.
         *
         *  If the @ref GLFW_STICKY_KEYS input mode is enabled, this function returns
         *  `GLFW_PRESS` the first time you call it for a key that was pressed, even if
         *  that key has already been released.
         *
         *  The key functions deal with physical keys, with [key tokens](@ref keys)
         *  named after their use on the standard US keyboard layout.  If you want to
         *  input text, use the Unicode character callback instead.
         *
         *  The [modifier key bit masks](@ref mods) are not key tokens and cannot be
         *  used with this function.
         *
         *  __Do not use this function__ to implement [text input](@ref input_char).
         *
         *  @param[in] window The desired window.
         *  @param[in] key The desired [keyboard key](@ref keys).  `GLFW_KEY_UNKNOWN` is
         *  not a valid key for this function.
         *  @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_INVALID_ENUM.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref input_key
         *
         *  @since Added in version 1.0.
         *  @glfw3 Added window handle parameter.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI int glfwGetKey(GLFWwindow* window, int key); */
        public static extern int glfwGetKey(IntPtr window, int key);

        /*! @brief Returns the last reported state of a mouse button for the specified
         *  window.
         *
         *  This function returns the last state reported for the specified mouse button
         *  to the specified window.  The returned state is one of `GLFW_PRESS` or
         *  `GLFW_RELEASE`.
         *
         *  If the @ref GLFW_STICKY_MOUSE_BUTTONS input mode is enabled, this function
         *  returns `GLFW_PRESS` the first time you call it for a mouse button that was
         *  pressed, even if that mouse button has already been released.
         *
         *  @param[in] window The desired window.
         *  @param[in] button The desired [mouse button](@ref buttons).
         *  @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_INVALID_ENUM.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref input_mouse_button
         *
         *  @since Added in version 1.0.
         *  @glfw3 Added window handle parameter.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button); */
        public static extern int glfwGetMouseButton(IntPtr window, int button);

        /*! @brief Retrieves the position of the cursor relative to the content area of
         *  the window.
         *
         *  This function returns the position of the cursor, in screen coordinates,
         *  relative to the upper-left corner of the content area of the specified
         *  window.
         *
         *  If the cursor is disabled (with `GLFW_CURSOR_DISABLED`) then the cursor
         *  position is unbounded and limited only by the minimum and maximum values of
         *  a `double`.
         *
         *  The coordinate can be converted to their integer equivalents with the
         *  `floor` function.  Casting directly to an integer type works for positive
         *  coordinates, but fails for negative ones.
         *
         *  Any or all of the position arguments may be `NULL`.  If an error occurs, all
         *  non-`NULL` position arguments will be set to zero.
         *
         *  @param[in] window The desired window.
         *  @param[out] xpos Where to store the cursor x-coordinate, relative to the
         *  left edge of the content area, or `NULL`.
         *  @param[out] ypos Where to store the cursor y-coordinate, relative to the to
         *  top edge of the content area, or `NULL`.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref cursor_pos
         *  @sa @ref glfwSetCursorPos
         *
         *  @since Added in version 3.0.  Replaces `glfwGetMousePos`.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos); */
        public static extern void glfwGetCursorPos(IntPtr window, double* xpos, double* ypos);

        /*! @brief Sets the position of the cursor, relative to the content area of the
         *  window.
         *
         *  This function sets the position, in screen coordinates, of the cursor
         *  relative to the upper-left corner of the content area of the specified
         *  window.  The window must have input focus.  If the window does not have
         *  input focus when this function is called, it fails silently.
         *
         *  __Do not use this function__ to implement things like camera controls.  GLFW
         *  already provides the `GLFW_CURSOR_DISABLED` cursor mode that hides the
         *  cursor, transparently re-centers it and provides unconstrained cursor
         *  motion.  See @ref glfwSetInputMode for more information.
         *
         *  If the cursor mode is `GLFW_CURSOR_DISABLED` then the cursor position is
         *  unconstrained and limited only by the minimum and maximum values of
         *  a `double`.
         *
         *  @param[in] window The desired window.
         *  @param[in] xpos The desired x-coordinate, relative to the left edge of the
         *  content area.
         *  @param[in] ypos The desired y-coordinate, relative to the top edge of the
         *  content area.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @remark @wayland This function will only work when the cursor mode is
         *  `GLFW_CURSOR_DISABLED`, otherwise it will do nothing.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref cursor_pos
         *  @sa @ref glfwGetCursorPos
         *
         *  @since Added in version 3.0.  Replaces `glfwSetMousePos`.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetCursorPos(GLFWwindow* window, double xpos, double ypos); */
        public static extern void glfwSetCursorPos(IntPtr window, double xpos, double ypos);

        /*! @brief Creates a custom cursor.
         *
         *  Creates a new custom cursor image that can be set for a window with @ref
         *  glfwSetCursor.  The cursor can be destroyed with @ref glfwDestroyCursor.
         *  Any remaining cursors are destroyed by @ref glfwTerminate.
         *
         *  The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight
         *  bits per channel with the red channel first.  They are arranged canonically
         *  as packed sequential rows, starting from the top-left corner.
         *
         *  The cursor hotspot is specified in pixels, relative to the upper-left corner
         *  of the cursor image.  Like all other coordinate systems in GLFW, the X-axis
         *  points to the right and the Y-axis points down.
         *
         *  @param[in] image The desired cursor image.
         *  @param[in] xhot The desired x-coordinate, in pixels, of the cursor hotspot.
         *  @param[in] yhot The desired y-coordinate, in pixels, of the cursor hotspot.
         *  @return The handle of the created cursor, or `NULL` if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @pointer_lifetime The specified image data is copied before this function
         *  returns.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref cursor_object
         *  @sa @ref glfwDestroyCursor
         *  @sa @ref glfwCreateStandardCursor
         *
         *  @since Added in version 3.1.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot); */
        public static extern IntPtr glfwCreateCursor(GLFWimage* image, int xhot, int yhot);

        /*! @brief Creates a cursor with a standard shape.
         *
         *  Returns a cursor with a [standard shape](@ref shapes), that can be set for
         *  a window with @ref glfwSetCursor.
         *
         *  @param[in] shape One of the [standard shapes](@ref shapes).
         *  @return A new cursor ready to use or `NULL` if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref cursor_object
         *  @sa @ref glfwCreateCursor
         *
         *  @since Added in version 3.1.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWcursor* glfwCreateStandardCursor(int shape); */
        public static extern IntPtr glfwCreateStandardCursor(int shape);

        /*! @brief Destroys a cursor.
         *
         *  This function destroys a cursor previously created with @ref
         *  glfwCreateCursor.  Any remaining cursors will be destroyed by @ref
         *  glfwTerminate.
         *
         *  If the specified cursor is current for any window, that window will be
         *  reverted to the default cursor.  This does not affect the cursor mode.
         *
         *  @param[in] cursor The cursor object to destroy.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @reentrancy This function must not be called from a callback.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref cursor_object
         *  @sa @ref glfwCreateCursor
         *
         *  @since Added in version 3.1.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwDestroyCursor(GLFWcursor* cursor); */
        public static extern void glfwDestroyCursor(IntPtr cursor);

        /*! @brief Sets the cursor for the window.
         *
         *  This function sets the cursor image to be used when the cursor is over the
         *  content area of the specified window.  The set cursor will only be visible
         *  when the [cursor mode](@ref cursor_mode) of the window is
         *  `GLFW_CURSOR_NORMAL`.
         *
         *  On some platforms, the set cursor may not be visible unless the window also
         *  has input focus.
         *
         *  @param[in] window The window to set the cursor for.
         *  @param[in] cursor The cursor to set, or `NULL` to switch back to the default
         *  arrow cursor.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref cursor_object
         *
         *  @since Added in version 3.1.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor); */
        public static extern void glfwSetCursor(IntPtr window, IntPtr cursor);

        /*! @brief Sets the key callback.
         *
         *  This function sets the key callback of the specified window, which is called
         *  when a key is pressed, repeated or released.
         *
         *  The key functions deal with physical keys, with layout independent
         *  [key tokens](@ref keys) named after their values in the standard US keyboard
         *  layout.  If you want to input text, use the
         *  [character callback](@ref glfwSetCharCallback) instead.
         *
         *  When a window loses input focus, it will generate synthetic key release
         *  events for all pressed keys.  You can tell these events from user-generated
         *  events by the fact that the synthetic ones are generated after the focus
         *  loss event has been processed, i.e. after the
         *  [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
         *
         *  The scancode of a key is specific to that platform or sometimes even to that
         *  machine.  Scancodes are intended to allow users to bind keys that don't have
         *  a GLFW key token.  Such keys have `key` set to `GLFW_KEY_UNKNOWN`, their
         *  state is not saved and so it cannot be queried with @ref glfwGetKey.
         *
         *  Sometimes GLFW needs to generate synthetic key events, in which case the
         *  scancode may be zero.
         *
         *  @param[in] window The window whose callback to set.
         *  @param[in] callback The new key callback, or `NULL` to remove the currently
         *  set callback.
         *  @return The previously set callback, or `NULL` if no callback was set or the
         *  library had not been [initialized](@ref intro_init).
         *
         *  @callback_signature
         *  @code
         *  void function_name(GLFWwindow* window, int key, int scancode, int action, int mods)
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWkeyfun).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref input_key
         *
         *  @since Added in version 1.0.
         *  @glfw3 Added window handle parameter and return value.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun callback); */
        public static extern GLFWkeyfun glfwSetKeyCallback(IntPtr window, GLFWkeyfun callback);

        /*! @brief Sets the Unicode character callback.
         *
         *  This function sets the character callback of the specified window, which is
         *  called when a Unicode character is input.
         *
         *  The character callback is intended for Unicode text input.  As it deals with
         *  characters, it is keyboard layout dependent, whereas the
         *  [key callback](@ref glfwSetKeyCallback) is not.  Characters do not map 1:1
         *  to physical keys, as a key may produce zero, one or more characters.  If you
         *  want to know whether a specific physical key was pressed or released, see
         *  the key callback instead.
         *
         *  The character callback behaves as system text input normally does and will
         *  not be called if modifier keys are held down that would prevent normal text
         *  input on that platform, for example a Super (Command) key on macOS or Alt key
         *  on Windows.
         *
         *  @param[in] window The window whose callback to set.
         *  @param[in] callback The new callback, or `NULL` to remove the currently set
         *  callback.
         *  @return The previously set callback, or `NULL` if no callback was set or the
         *  library had not been [initialized](@ref intro_init).
         *
         *  @callback_signature
         *  @code
         *  void function_name(GLFWwindow* window, unsigned int codepoint)
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWcharfun).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref input_char
         *
         *  @since Added in version 2.4.
         *  @glfw3 Added window handle parameter and return value.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun callback); */
        public static extern GLFWcharfun glfwSetCharCallback(IntPtr window, GLFWcharfun callback);

        /*! @brief Sets the Unicode character with modifiers callback.
         *
         *  This function sets the character with modifiers callback of the specified
         *  window, which is called when a Unicode character is input regardless of what
         *  modifier keys are used.
         *
         *  The character with modifiers callback is intended for implementing custom
         *  Unicode character input.  For regular Unicode text input, see the
         *  [character callback](@ref glfwSetCharCallback).  Like the character
         *  callback, the character with modifiers callback deals with characters and is
         *  keyboard layout dependent.  Characters do not map 1:1 to physical keys, as
         *  a key may produce zero, one or more characters.  If you want to know whether
         *  a specific physical key was pressed or released, see the
         *  [key callback](@ref glfwSetKeyCallback) instead.
         *
         *  @param[in] window The window whose callback to set.
         *  @param[in] callback The new callback, or `NULL` to remove the currently set
         *  callback.
         *  @return The previously set callback, or `NULL` if no callback was set or an
         *  [error](@ref error_handling) occurred.
         *
         *  @callback_signature
         *  @code
         *  void function_name(GLFWwindow* window, unsigned int codepoint, int mods)
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWcharmodsfun).
         *
         *  @deprecated Scheduled for removal in version 4.0.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref input_char
         *
         *  @since Added in version 3.1.
         *
         *  @ingroup input
         */
        [Obsolete("Scheduled for removal in version 4.0.")]
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmodsfun callback); */
        public static extern GLFWcharmodsfun glfwSetCharModsCallback(IntPtr window, GLFWcharmodsfun callback);

        /*! @brief Sets the mouse button callback.
         *
         *  This function sets the mouse button callback of the specified window, which
         *  is called when a mouse button is pressed or released.
         *
         *  When a window loses input focus, it will generate synthetic mouse button
         *  release events for all pressed mouse buttons.  You can tell these events
         *  from user-generated events by the fact that the synthetic ones are generated
         *  after the focus loss event has been processed, i.e. after the
         *  [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
         *
         *  @param[in] window The window whose callback to set.
         *  @param[in] callback The new callback, or `NULL` to remove the currently set
         *  callback.
         *  @return The previously set callback, or `NULL` if no callback was set or the
         *  library had not been [initialized](@ref intro_init).
         *
         *  @callback_signature
         *  @code
         *  void function_name(GLFWwindow* window, int button, int action, int mods)
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWmousebuttonfun).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref input_mouse_button
         *
         *  @since Added in version 1.0.
         *  @glfw3 Added window handle parameter and return value.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun callback); */
        public static extern GLFWmousebuttonfun glfwSetMouseButtonCallback(IntPtr window, GLFWmousebuttonfun callback);

        /*! @brief Sets the cursor position callback.
         *
         *  This function sets the cursor position callback of the specified window,
         *  which is called when the cursor is moved.  The callback is provided with the
         *  position, in screen coordinates, relative to the upper-left corner of the
         *  content area of the window.
         *
         *  @param[in] window The window whose callback to set.
         *  @param[in] callback The new callback, or `NULL` to remove the currently set
         *  callback.
         *  @return The previously set callback, or `NULL` if no callback was set or the
         *  library had not been [initialized](@ref intro_init).
         *
         *  @callback_signature
         *  @code
         *  void function_name(GLFWwindow* window, double xpos, double ypos);
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWcursorposfun).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref cursor_pos
         *
         *  @since Added in version 3.0.  Replaces `glfwSetMousePosCallback`.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursorposfun callback); */
        public static extern GLFWcursorposfun glfwSetCursorPosCallback(IntPtr window, GLFWcursorposfun callback);

        /*! @brief Sets the cursor enter/leave callback.
         *
         *  This function sets the cursor boundary crossing callback of the specified
         *  window, which is called when the cursor enters or leaves the content area of
         *  the window.
         *
         *  @param[in] window The window whose callback to set.
         *  @param[in] callback The new callback, or `NULL` to remove the currently set
         *  callback.
         *  @return The previously set callback, or `NULL` if no callback was set or the
         *  library had not been [initialized](@ref intro_init).
         *
         *  @callback_signature
         *  @code
         *  void function_name(GLFWwindow* window, int entered)
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWcursorenterfun).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref cursor_enter
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun callback); */
        public static extern GLFWcursorenterfun glfwSetCursorEnterCallback(IntPtr window, GLFWcursorenterfun callback);

        /*! @brief Sets the scroll callback.
         *
         *  This function sets the scroll callback of the specified window, which is
         *  called when a scrolling device is used, such as a mouse wheel or scrolling
         *  area of a touchpad.
         *
         *  The scroll callback receives all scrolling input, like that from a mouse
         *  wheel or a touchpad scrolling area.
         *
         *  @param[in] window The window whose callback to set.
         *  @param[in] callback The new scroll callback, or `NULL` to remove the
         *  currently set callback.
         *  @return The previously set callback, or `NULL` if no callback was set or the
         *  library had not been [initialized](@ref intro_init).
         *
         *  @callback_signature
         *  @code
         *  void function_name(GLFWwindow* window, double xoffset, double yoffset)
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWscrollfun).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref scrolling
         *
         *  @since Added in version 3.0.  Replaces `glfwSetMouseWheelCallback`.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun callback); */
        public static extern GLFWscrollfun glfwSetScrollCallback(IntPtr window, GLFWscrollfun callback);

        /*! @brief Sets the path drop callback.
         *
         *  This function sets the path drop callback of the specified window, which is
         *  called when one or more dragged paths are dropped on the window.
         *
         *  Because the path array and its strings may have been generated specifically
         *  for that event, they are not guaranteed to be valid after the callback has
         *  returned.  If you wish to use them after the callback returns, you need to
         *  make a deep copy.
         *
         *  @param[in] window The window whose callback to set.
         *  @param[in] callback The new file drop callback, or `NULL` to remove the
         *  currently set callback.
         *  @return The previously set callback, or `NULL` if no callback was set or the
         *  library had not been [initialized](@ref intro_init).
         *
         *  @callback_signature
         *  @code
         *  void function_name(GLFWwindow* window, int path_count, const char* paths[])
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWdropfun).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @remark @wayland File drop is currently unimplemented.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref path_drop
         *
         *  @since Added in version 3.1.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun callback); */
        public static extern GLFWdropfun glfwSetDropCallback(IntPtr window, GLFWdropfun callback);

        /*! @brief Returns whether the specified joystick is present.
         *
         *  This function returns whether the specified joystick is present.
         *
         *  There is no need to call this function before other functions that accept
         *  a joystick ID, as they all check for presence before performing any other
         *  work.
         *
         *  @param[in] jid The [joystick](@ref joysticks) to query.
         *  @return `GLFW_TRUE` if the joystick is present, or `GLFW_FALSE` otherwise.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref joystick
         *
         *  @since Added in version 3.0.  Replaces `glfwGetJoystickParam`.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI int glfwJoystickPresent(int jid); */
        public static extern int glfwJoystickPresent(int jid);

        /*! @brief Returns the values of all axes of the specified joystick.
         *
         *  This function returns the values of all axes of the specified joystick.
         *  Each element in the array is a value between -1.0 and 1.0.
         *
         *  If the specified joystick is not present this function will return `NULL`
         *  but will not generate an error.  This can be used instead of first calling
         *  @ref glfwJoystickPresent.
         *
         *  @param[in] jid The [joystick](@ref joysticks) to query.
         *  @param[out] count Where to store the number of axis values in the returned
         *  array.  This is set to zero if the joystick is not present or an error
         *  occurred.
         *  @return An array of axis values, or `NULL` if the joystick is not present or
         *  an [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
         *
         *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
         *  should not free it yourself.  It is valid until the specified joystick is
         *  disconnected or the library is terminated.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref joystick_axis
         *
         *  @since Added in version 3.0.  Replaces `glfwGetJoystickPos`.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI const float* glfwGetJoystickAxes(int jid, int* count); */
        public static extern float* glfwGetJoystickAxes(int jid, int* count);

        /*! @brief Returns the state of all buttons of the specified joystick.
         *
         *  This function returns the state of all buttons of the specified joystick.
         *  Each element in the array is either `GLFW_PRESS` or `GLFW_RELEASE`.
         *
         *  For backward compatibility with earlier versions that did not have @ref
         *  glfwGetJoystickHats, the button array also includes all hats, each
         *  represented as four buttons.  The hats are in the same order as returned by
         *  __glfwGetJoystickHats__ and are in the order _up_, _right_, _down_ and
         *  _left_.  To disable these extra buttons, set the @ref
         *  GLFW_JOYSTICK_HAT_BUTTONS init hint before initialization.
         *
         *  If the specified joystick is not present this function will return `NULL`
         *  but will not generate an error.  This can be used instead of first calling
         *  @ref glfwJoystickPresent.
         *
         *  @param[in] jid The [joystick](@ref joysticks) to query.
         *  @param[out] count Where to store the number of button states in the returned
         *  array.  This is set to zero if the joystick is not present or an error
         *  occurred.
         *  @return An array of button states, or `NULL` if the joystick is not present
         *  or an [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
         *
         *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
         *  should not free it yourself.  It is valid until the specified joystick is
         *  disconnected or the library is terminated.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref joystick_button
         *
         *  @since Added in version 2.2.
         *  @glfw3 Changed to return a dynamic array.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI const unsigned char* glfwGetJoystickButtons(int jid, int* count); */
        public static extern byte* glfwGetJoystickButtons(int jid, int* count);

        /*! @brief Returns the state of all hats of the specified joystick.
         *
         *  This function returns the state of all hats of the specified joystick.
         *  Each element in the array is one of the following values:
         *
         *  Name                  | Value
         *  ----                  | -----
         *  `GLFW_HAT_CENTERED`   | 0
         *  `GLFW_HAT_UP`         | 1
         *  `GLFW_HAT_RIGHT`      | 2
         *  `GLFW_HAT_DOWN`       | 4
         *  `GLFW_HAT_LEFT`       | 8
         *  `GLFW_HAT_RIGHT_UP`   | `GLFW_HAT_RIGHT` \| `GLFW_HAT_UP`
         *  `GLFW_HAT_RIGHT_DOWN` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_DOWN`
         *  `GLFW_HAT_LEFT_UP`    | `GLFW_HAT_LEFT` \| `GLFW_HAT_UP`
         *  `GLFW_HAT_LEFT_DOWN`  | `GLFW_HAT_LEFT` \| `GLFW_HAT_DOWN`
         *
         *  The diagonal directions are bitwise combinations of the primary (up, right,
         *  down and left) directions and you can test for these individually by ANDing
         *  it with the corresponding direction.
         *
         *  @code
         *  if (hats[2] & GLFW_HAT_RIGHT)
         *  {
         *      // State of hat 2 could be right-up, right or right-down
         *  }
         *  @endcode
         *
         *  If the specified joystick is not present this function will return `NULL`
         *  but will not generate an error.  This can be used instead of first calling
         *  @ref glfwJoystickPresent.
         *
         *  @param[in] jid The [joystick](@ref joysticks) to query.
         *  @param[out] count Where to store the number of hat states in the returned
         *  array.  This is set to zero if the joystick is not present or an error
         *  occurred.
         *  @return An array of hat states, or `NULL` if the joystick is not present
         *  or an [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
         *
         *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
         *  should not free it yourself.  It is valid until the specified joystick is
         *  disconnected, this function is called again for that joystick or the library
         *  is terminated.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref joystick_hat
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI const unsigned char* glfwGetJoystickHats(int jid, int* count); */
        public static extern byte* glfwGetJoystickHats(int jid, int* count);

        /*! @brief Returns the name of the specified joystick.
         *
         *  This function returns the name, encoded as UTF-8, of the specified joystick.
         *  The returned string is allocated and freed by GLFW.  You should not free it
         *  yourself.
         *
         *  If the specified joystick is not present this function will return `NULL`
         *  but will not generate an error.  This can be used instead of first calling
         *  @ref glfwJoystickPresent.
         *
         *  @param[in] jid The [joystick](@ref joysticks) to query.
         *  @return The UTF-8 encoded name of the joystick, or `NULL` if the joystick
         *  is not present or an [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
         *
         *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
         *  should not free it yourself.  It is valid until the specified joystick is
         *  disconnected or the library is terminated.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref joystick_name
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI const char* glfwGetJoystickName(int jid); */
        public static extern byte* glfwGetJoystickName(int jid);

        /*! @brief Returns the SDL compatible GUID of the specified joystick.
         *
         *  This function returns the SDL compatible GUID, as a UTF-8 encoded
         *  hexadecimal string, of the specified joystick.  The returned string is
         *  allocated and freed by GLFW.  You should not free it yourself.
         *
         *  The GUID is what connects a joystick to a gamepad mapping.  A connected
         *  joystick will always have a GUID even if there is no gamepad mapping
         *  assigned to it.
         *
         *  If the specified joystick is not present this function will return `NULL`
         *  but will not generate an error.  This can be used instead of first calling
         *  @ref glfwJoystickPresent.
         *
         *  The GUID uses the format introduced in SDL 2.0.5.  This GUID tries to
         *  uniquely identify the make and model of a joystick but does not identify
         *  a specific unit, e.g. all wired Xbox 360 controllers will have the same
         *  GUID on that platform.  The GUID for a unit may vary between platforms
         *  depending on what hardware information the platform specific APIs provide.
         *
         *  @param[in] jid The [joystick](@ref joysticks) to query.
         *  @return The UTF-8 encoded GUID of the joystick, or `NULL` if the joystick
         *  is not present or an [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
         *
         *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
         *  should not free it yourself.  It is valid until the specified joystick is
         *  disconnected or the library is terminated.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref gamepad
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI const char* glfwGetJoystickGUID(int jid); */
        public static extern byte* glfwGetJoystickGUID(int jid);

        /*! @brief Sets the user pointer of the specified joystick.
         *
         *  This function sets the user-defined pointer of the specified joystick.  The
         *  current value is retained until the joystick is disconnected.  The initial
         *  value is `NULL`.
         *
         *  This function may be called from the joystick callback, even for a joystick
         *  that is being disconnected.
         *
         *  @param[in] jid The joystick whose pointer to set.
         *  @param[in] pointer The new value.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function may be called from any thread.  Access is not
         *  synchronized.
         *
         *  @sa @ref joystick_userptr
         *  @sa @ref glfwGetJoystickUserPointer
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetJoystickUserPointer(int jid, void* pointer); */
        public static extern void glfwSetJoystickUserPointer(int jid, void* pointer);

        /*! @brief Returns the user pointer of the specified joystick.
         *
         *  This function returns the current value of the user-defined pointer of the
         *  specified joystick.  The initial value is `NULL`.
         *
         *  This function may be called from the joystick callback, even for a joystick
         *  that is being disconnected.
         *
         *  @param[in] jid The joystick whose pointer to return.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function may be called from any thread.  Access is not
         *  synchronized.
         *
         *  @sa @ref joystick_userptr
         *  @sa @ref glfwSetJoystickUserPointer
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void* glfwGetJoystickUserPointer(int jid); */
        public static extern void* glfwGetJoystickUserPointer(int jid);

        /*! @brief Returns whether the specified joystick has a gamepad mapping.
         *
         *  This function returns whether the specified joystick is both present and has
         *  a gamepad mapping.
         *
         *  If the specified joystick is present but does not have a gamepad mapping
         *  this function will return `GLFW_FALSE` but will not generate an error.  Call
         *  @ref glfwJoystickPresent to check if a joystick is present regardless of
         *  whether it has a mapping.
         *
         *  @param[in] jid The [joystick](@ref joysticks) to query.
         *  @return `GLFW_TRUE` if a joystick is both present and has a gamepad mapping,
         *  or `GLFW_FALSE` otherwise.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_INVALID_ENUM.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref gamepad
         *  @sa @ref glfwGetGamepadState
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI int glfwJoystickIsGamepad(int jid); */
        public static extern int glfwJoystickIsGamepad(int jid);

        /*! @brief Sets the joystick configuration callback.
         *
         *  This function sets the joystick configuration callback, or removes the
         *  currently set callback.  This is called when a joystick is connected to or
         *  disconnected from the system.
         *
         *  For joystick connection and disconnection events to be delivered on all
         *  platforms, you need to call one of the [event processing](@ref events)
         *  functions.  Joystick disconnection may also be detected and the callback
         *  called by joystick functions.  The function will then return whatever it
         *  returns if the joystick is not present.
         *
         *  @param[in] callback The new callback, or `NULL` to remove the currently set
         *  callback.
         *  @return The previously set callback, or `NULL` if no callback was set or the
         *  library had not been [initialized](@ref intro_init).
         *
         *  @callback_signature
         *  @code
         *  void function_name(int jid, int event)
         *  @endcode
         *  For more information about the callback parameters, see the
         *  [function pointer type](@ref GLFWjoystickfun).
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref joystick_event
         *
         *  @since Added in version 3.2.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun callback); */
        public static extern GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun callback);

        /*! @brief Adds the specified SDL_GameControllerDB gamepad mappings.
         *
         *  This function parses the specified ASCII encoded string and updates the
         *  internal list with any gamepad mappings it finds.  This string may
         *  contain either a single gamepad mapping or many mappings separated by
         *  newlines.  The parser supports the full format of the `gamecontrollerdb.txt`
         *  source file including empty lines and comments.
         *
         *  See @ref gamepad_mapping for a description of the format.
         *
         *  If there is already a gamepad mapping for a given GUID in the internal list,
         *  it will be replaced by the one passed to this function.  If the library is
         *  terminated and re-initialized the internal list will revert to the built-in
         *  default.
         *
         *  @param[in] str The string containing the gamepad mappings.
         *  @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_INVALID_VALUE.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref gamepad
         *  @sa @ref glfwJoystickIsGamepad
         *  @sa @ref glfwGetGamepadName
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI int glfwUpdateGamepadMappings(const char* string); */
        public static extern int glfwUpdateGamepadMappings(byte* str);

        /*! @brief Returns the human-readable gamepad name for the specified joystick.
         *
         *  This function returns the human-readable name of the gamepad from the
         *  gamepad mapping assigned to the specified joystick.
         *
         *  If the specified joystick is not present or does not have a gamepad mapping
         *  this function will return `NULL` but will not generate an error.  Call
         *  @ref glfwJoystickPresent to check whether it is present regardless of
         *  whether it has a mapping.
         *
         *  @param[in] jid The [joystick](@ref joysticks) to query.
         *  @return The UTF-8 encoded name of the gamepad, or `NULL` if the
         *  joystick is not present, does not have a mapping or an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref GLFW_INVALID_ENUM.
         *
         *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
         *  should not free it yourself.  It is valid until the specified joystick is
         *  disconnected, the gamepad mappings are updated or the library is terminated.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref gamepad
         *  @sa @ref glfwJoystickIsGamepad
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI const char* glfwGetGamepadName(int jid); */
        public static extern byte* glfwGetGamepadName(int jid);

        /*! @brief Retrieves the state of the specified joystick remapped as a gamepad.
         *
         *  This function retrieves the state of the specified joystick remapped to
         *  an Xbox-like gamepad.
         *
         *  If the specified joystick is not present or does not have a gamepad mapping
         *  this function will return `GLFW_FALSE` but will not generate an error.  Call
         *  @ref glfwJoystickPresent to check whether it is present regardless of
         *  whether it has a mapping.
         *
         *  The Guide button may not be available for input as it is often hooked by the
         *  system or the Steam client.
         *
         *  Not all devices have all the buttons or axes provided by @ref
         *  GLFWgamepadstate.  Unavailable buttons and axes will always report
         *  `GLFW_RELEASE` and 0.0 respectively.
         *
         *  @param[in] jid The [joystick](@ref joysticks) to query.
         *  @param[out] state The gamepad input state of the joystick.
         *  @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if no joystick is
         *  connected, it has no gamepad mapping or an [error](@ref error_handling)
         *  occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_INVALID_ENUM.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref gamepad
         *  @sa @ref glfwUpdateGamepadMappings
         *  @sa @ref glfwJoystickIsGamepad
         *
         *  @since Added in version 3.3.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI int glfwGetGamepadState(int jid, GLFWgamepadstate* state); */
        public static extern int glfwGetGamepadState(int jid, /* GLFWgamepadstate* */IntPtr state);

        /*! @brief Sets the clipboard to the specified string.
         *
         *  This function sets the system clipboard to the specified, UTF-8 encoded
         *  string.
         *
         *  @param[in] window Deprecated.  Any valid window or `NULL`.
         *  @param[in] str A UTF-8 encoded string.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @pointer_lifetime The specified string is copied before this function
         *  returns.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref clipboard
         *  @sa @ref glfwGetClipboardString
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string); */
        public static extern void glfwSetClipboardString(IntPtr window, byte* str);

        /*! @brief Returns the contents of the clipboard as a string.
         *
         *  This function returns the contents of the system clipboard, if it contains
         *  or is convertible to a UTF-8 encoded string.  If the clipboard is empty or
         *  if its contents cannot be converted, `NULL` is returned and a @ref
         *  GLFW_FORMAT_UNAVAILABLE error is generated.
         *
         *  @param[in] window Deprecated.  Any valid window or `NULL`.
         *  @return The contents of the clipboard as a UTF-8 encoded string, or `NULL`
         *  if an [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_FORMAT_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.
         *
         *  @pointer_lifetime The returned string is allocated and freed by GLFW.  You
         *  should not free it yourself.  It is valid until the next call to @ref
         *  glfwGetClipboardString or @ref glfwSetClipboardString, or until the library
         *  is terminated.
         *
         *  @thread_safety This function must only be called from the main thread.
         *
         *  @sa @ref clipboard
         *  @sa @ref glfwSetClipboardString
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI const char* glfwGetClipboardString(GLFWwindow* window); */
        public static extern byte* glfwGetClipboardString(IntPtr window);

        /*! @brief Returns the GLFW time.
         *
         *  This function returns the current GLFW time, in seconds.  Unless the time
         *  has been set using @ref glfwSetTime it measures time elapsed since GLFW was
         *  initialized.
         *
         *  This function and @ref glfwSetTime are helper functions on top of @ref
         *  glfwGetTimerFrequency and @ref glfwGetTimerValue.
         *
         *  The resolution of the timer is system dependent, but is usually on the order
         *  of a few micro- or nanoseconds.  It uses the highest-resolution monotonic
         *  time source on each supported platform.
         *
         *  @return The current time, in seconds, or zero if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function may be called from any thread.  Reading and
         *  writing of the internal base time is not atomic, so it needs to be
         *  externally synchronized with calls to @ref glfwSetTime.
         *
         *  @sa @ref time
         *
         *  @since Added in version 1.0.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI double glfwGetTime(void); */
        public static extern double glfwGetTime();

        /*! @brief Sets the GLFW time.
         *
         *  This function sets the current GLFW time, in seconds.  The value must be
         *  a positive finite number less than or equal to 18446744073.0, which is
         *  approximately 584.5 years.
         *
         *  This function and @ref glfwGetTime are helper functions on top of @ref
         *  glfwGetTimerFrequency and @ref glfwGetTimerValue.
         *
         *  @param[in] time The new value, in seconds.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_INVALID_VALUE.
         *
         *  @remark The upper limit of GLFW time is calculated as
         *  floor((2<sup>64</sup> - 1) / 10<sup>9</sup>) and is due to implementations
         *  storing nanoseconds in 64 bits.  The limit may be increased in the future.
         *
         *  @thread_safety This function may be called from any thread.  Reading and
         *  writing of the internal base time is not atomic, so it needs to be
         *  externally synchronized with calls to @ref glfwGetTime.
         *
         *  @sa @ref time
         *
         *  @since Added in version 2.2.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSetTime(double time); */
        public static extern void glfwSetTime(double time);

        /*! @brief Returns the current value of the raw timer.
         *
         *  This function returns the current value of the raw timer, measured in
         *  1&nbsp;/&nbsp;frequency seconds.  To get the frequency, call @ref
         *  glfwGetTimerFrequency.
         *
         *  @return The value of the timer, or zero if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function may be called from any thread.
         *
         *  @sa @ref time
         *  @sa @ref glfwGetTimerFrequency
         *
         *  @since Added in version 3.2.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI uint64_t glfwGetTimerValue(void); */
        public static extern UInt64 glfwGetTimerValue();

        /*! @brief Returns the frequency, in Hz, of the raw timer.
         *
         *  This function returns the frequency, in Hz, of the raw timer.
         *
         *  @return The frequency of the timer, in Hz, or zero if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function may be called from any thread.
         *
         *  @sa @ref time
         *  @sa @ref glfwGetTimerValue
         *
         *  @since Added in version 3.2.
         *
         *  @ingroup input
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI uint64_t glfwGetTimerFrequency(void); */
        public static extern UInt64 glfwGetTimerFrequency();

        /*! @brief Makes the context of the specified window current for the calling
         *  thread.
         *
         *  This function makes the OpenGL or OpenGL ES context of the specified window
         *  current on the calling thread.  A context must only be made current on
         *  a single thread at a time and each thread can have only a single current
         *  context at a time.
         *
         *  When moving a context between threads, you must make it non-current on the
         *  old thread before making it current on the new one.
         *
         *  By default, making a context non-current implicitly forces a pipeline flush.
         *  On machines that support `GL_KHR_context_flush_control`, you can control
         *  whether a context performs this flush by setting the
         *  [GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref GLFW_CONTEXT_RELEASE_BEHAVIOR_hint)
         *  hint.
         *
         *  The specified window must have an OpenGL or OpenGL ES context.  Specifying
         *  a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT
         *  error.
         *
         *  @param[in] window The window whose context to make current, or `NULL` to
         *  detach the current context.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function may be called from any thread.
         *
         *  @sa @ref context_current
         *  @sa @ref glfwGetCurrentContext
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup context
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwMakeContextCurrent(GLFWwindow* window); */
        public static extern void glfwMakeContextCurrent(IntPtr window);

        /*! @brief Returns the window whose context is current on the calling thread.
         *
         *  This function returns the window whose OpenGL or OpenGL ES context is
         *  current on the calling thread.
         *
         *  @return The window whose context is current, or `NULL` if no window's
         *  context is current.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function may be called from any thread.
         *
         *  @sa @ref context_current
         *  @sa @ref glfwMakeContextCurrent
         *
         *  @since Added in version 3.0.
         *
         *  @ingroup context
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWwindow* glfwGetCurrentContext(void); */
        public static extern IntPtr glfwGetCurrentContext();

        /*! @brief Swaps the front and back buffers of the specified window.
         *
         *  This function swaps the front and back buffers of the specified window when
         *  rendering with OpenGL or OpenGL ES.  If the swap interval is greater than
         *  zero, the GPU driver waits the specified number of screen updates before
         *  swapping the buffers.
         *
         *  The specified window must have an OpenGL or OpenGL ES context.  Specifying
         *  a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT
         *  error.
         *
         *  This function does not apply to Vulkan.  If you are rendering with Vulkan,
         *  see `vkQueuePresentKHR` instead.
         *
         *  @param[in] window The window whose buffers to swap.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.
         *
         *  @remark __EGL:__ The context of the specified window must be current on the
         *  calling thread.
         *
         *  @thread_safety This function may be called from any thread.
         *
         *  @sa @ref buffer_swap
         *  @sa @ref glfwSwapInterval
         *
         *  @since Added in version 1.0.
         *  @glfw3 Added window handle parameter.
         *
         *  @ingroup window
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSwapBuffers(GLFWwindow* window); */
        public static extern void glfwSwapBuffers(IntPtr window);

        /*! @brief Sets the swap interval for the current context.
         *
         *  This function sets the swap interval for the current OpenGL or OpenGL ES
         *  context, i.e. the number of screen updates to wait from the time @ref
         *  glfwSwapBuffers was called before swapping the buffers and returning.  This
         *  is sometimes called _vertical synchronization_, _vertical retrace
         *  synchronization_ or just _vsync_.
         *
         *  A context that supports either of the `WGL_EXT_swap_control_tear` and
         *  `GLX_EXT_swap_control_tear` extensions also accepts _negative_ swap
         *  intervals, which allows the driver to swap immediately even if a frame
         *  arrives a little bit late.  You can check for these extensions with @ref
         *  glfwExtensionSupported.
         *
         *  A context must be current on the calling thread.  Calling this function
         *  without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
         *
         *  This function does not apply to Vulkan.  If you are rendering with Vulkan,
         *  see the present mode of your swapchain instead.
         *
         *  @param[in] interval The minimum number of screen updates to wait for
         *  until the buffers are swapped by @ref glfwSwapBuffers.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR.
         *
         *  @remark This function is not called during context creation, leaving the
         *  swap interval set to whatever is the default on that platform.  This is done
         *  because some swap interval extensions used by GLFW do not allow the swap
         *  interval to be reset to zero once it has been set to a non-zero value.
         *
         *  @remark Some GPU drivers do not honor the requested swap interval, either
         *  because of a user setting that overrides the application's request or due to
         *  bugs in the driver.
         *
         *  @thread_safety This function may be called from any thread.
         *
         *  @sa @ref buffer_swap
         *  @sa @ref glfwSwapBuffers
         *
         *  @since Added in version 1.0.
         *
         *  @ingroup context
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI void glfwSwapInterval(int interval); */
        public static extern void glfwSwapInterval(int interval);

        /*! @brief Returns whether the specified extension is available.
         *
         *  This function returns whether the specified
         *  [API extension](@ref context_glext) is supported by the current OpenGL or
         *  OpenGL ES context.  It searches both for client API extension and context
         *  creation API extensions.
         *
         *  A context must be current on the calling thread.  Calling this function
         *  without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
         *
         *  As this functions retrieves and searches one or more extension strings each
         *  call, it is recommended that you cache its results if it is going to be used
         *  frequently.  The extension strings will not change during the lifetime of
         *  a context, so there is no danger in doing this.
         *
         *  This function does not apply to Vulkan.  If you are using Vulkan, see @ref
         *  glfwGetRequiredInstanceExtensions, `vkEnumerateInstanceExtensionProperties`
         *  and `vkEnumerateDeviceExtensionProperties` instead.
         *
         *  @param[in] extension The ASCII encoded name of the extension.
         *  @return `GLFW_TRUE` if the extension is available, or `GLFW_FALSE`
         *  otherwise.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_NO_CURRENT_CONTEXT, @ref GLFW_INVALID_VALUE and @ref
         *  GLFW_PLATFORM_ERROR.
         *
         *  @thread_safety This function may be called from any thread.
         *
         *  @sa @ref context_glext
         *  @sa @ref glfwGetProcAddress
         *
         *  @since Added in version 1.0.
         *
         *  @ingroup context
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI int glfwExtensionSupported(const char* extension); */
        public static extern int glfwExtensionSupported(byte* extension);

        /*! @brief Returns the address of the specified function for the current
         *  context.
         *
         *  This function returns the address of the specified OpenGL or OpenGL ES
         *  [core or extension function](@ref context_glext), if it is supported
         *  by the current context.
         *
         *  A context must be current on the calling thread.  Calling this function
         *  without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
         *
         *  This function does not apply to Vulkan.  If you are rendering with Vulkan,
         *  see @ref glfwGetInstanceProcAddress, `vkGetInstanceProcAddr` and
         *  `vkGetDeviceProcAddr` instead.
         *
         *  @param[in] procname The ASCII encoded name of the function.
         *  @return The address of the function, or `NULL` if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR.
         *
         *  @remark The address of a given function is not guaranteed to be the same
         *  between contexts.
         *
         *  @remark This function may return a non-`NULL` address despite the
         *  associated version or extension not being available.  Always check the
         *  context version or extension string first.
         *
         *  @pointer_lifetime The returned function pointer is valid until the context
         *  is destroyed or the library is terminated.
         *
         *  @thread_safety This function may be called from any thread.
         *
         *  @sa @ref context_glext
         *  @sa @ref glfwExtensionSupported
         *
         *  @since Added in version 1.0.
         *
         *  @ingroup context
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWglproc glfwGetProcAddress(const char* procname); */
        public static extern IntPtr glfwGetProcAddress(byte* procname);

        /*! @brief Returns whether the Vulkan loader and an ICD have been found.
         *
         *  This function returns whether the Vulkan loader and any minimally functional
         *  ICD have been found.
         *
         *  The availability of a Vulkan loader and even an ICD does not by itself guarantee that
         *  surface creation or even instance creation is possible.  Call @ref
         *  glfwGetRequiredInstanceExtensions to check whether the extensions necessary for Vulkan
         *  surface creation are available and @ref glfwGetPhysicalDevicePresentationSupport to
         *  check whether a queue family of a physical device supports image presentation.
         *
         *  @return `GLFW_TRUE` if Vulkan is minimally available, or `GLFW_FALSE`
         *  otherwise.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
         *
         *  @thread_safety This function may be called from any thread.
         *
         *  @sa @ref vulkan_support
         *
         *  @since Added in version 3.2.
         *
         *  @ingroup vulkan
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI int glfwVulkanSupported(void); */
        public static extern int glfwVulkanSupported();

        /*! @brief Returns the Vulkan instance extensions required by GLFW.
         *
         *  This function returns an array of names of Vulkan instance extensions required
         *  by GLFW for creating Vulkan surfaces for GLFW windows.  If successful, the
         *  list will always contain `VK_KHR_surface`, so if you don't require any
         *  additional extensions you can pass this list directly to the
         *  `VkInstanceCreateInfo` struct.
         *
         *  If Vulkan is not available on the machine, this function returns `NULL` and
         *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported
         *  to check whether Vulkan is at least minimally available.
         *
         *  If Vulkan is available but no set of extensions allowing window surface
         *  creation was found, this function returns `NULL`.  You may still use Vulkan
         *  for off-screen rendering and compute work.
         *
         *  @param[out] count Where to store the number of extensions in the returned
         *  array.  This is set to zero if an error occurred.
         *  @return An array of ASCII encoded extension names, or `NULL` if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_API_UNAVAILABLE.
         *
         *  @remark Additional extensions may be required by future versions of GLFW.
         *  You should check if any extensions you wish to enable are already in the
         *  returned array, as it is an error to specify an extension more than once in
         *  the `VkInstanceCreateInfo` struct.
         *
         *  @pointer_lifetime The returned array is allocated and freed by GLFW.  You
         *  should not free it yourself.  It is guaranteed to be valid only until the
         *  library is terminated.
         *
         *  @thread_safety This function may be called from any thread.
         *
         *  @sa @ref vulkan_ext
         *  @sa @ref glfwCreateWindowSurface
         *
         *  @since Added in version 3.2.
         *
         *  @ingroup vulkan
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI const char** glfwGetRequiredInstanceExtensions(uint32_t* count); */
        public static extern byte** glfwGetRequiredInstanceExtensions(UInt32* count);

        #region defined(VK_VERSION_1_0)

        /*! @brief Returns the address of the specified Vulkan instance function.
         *
         *  This function returns the address of the specified Vulkan core or extension
         *  function for the specified instance.  If instance is set to `NULL` it can
         *  return any function exported from the Vulkan loader, including at least the
         *  following functions:
         *
         *  - `vkEnumerateInstanceExtensionProperties`
         *  - `vkEnumerateInstanceLayerProperties`
         *  - `vkCreateInstance`
         *  - `vkGetInstanceProcAddr`
         *
         *  If Vulkan is not available on the machine, this function returns `NULL` and
         *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported
         *  to check whether Vulkan is at least minimally available.
         *
         *  This function is equivalent to calling `vkGetInstanceProcAddr` with
         *  a platform-specific query of the Vulkan loader as a fallback.
         *
         *  @param[in] instance The Vulkan instance to query, or `NULL` to retrieve
         *  functions related to instance creation.
         *  @param[in] procname The ASCII encoded name of the function.
         *  @return The address of the function, or `NULL` if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
         *  GLFW_API_UNAVAILABLE.
         *
         *  @pointer_lifetime The returned function pointer is valid until the library
         *  is terminated.
         *
         *  @thread_safety This function may be called from any thread.
         *
         *  @sa @ref vulkan_proc
         *
         *  @since Added in version 3.2.
         *
         *  @ingroup vulkan
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char* procname); */
        public static extern IntPtr glfwGetInstanceProcAddress(IntPtr instance, byte* procname);

        /*! @brief Returns whether the specified queue family can present images.
         *
         *  This function returns whether the specified queue family of the specified
         *  physical device supports presentation to the platform GLFW was built for.
         *
         *  If Vulkan or the required window surface creation instance extensions are
         *  not available on the machine, or if the specified instance was not created
         *  with the required extensions, this function returns `GLFW_FALSE` and
         *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported
         *  to check whether Vulkan is at least minimally available and @ref
         *  glfwGetRequiredInstanceExtensions to check what instance extensions are
         *  required.
         *
         *  @param[in] instance The instance that the physical device belongs to.
         *  @param[in] device The physical device that the queue family belongs to.
         *  @param[in] queuefamily The index of the queue family to query.
         *  @return `GLFW_TRUE` if the queue family supports presentation, or
         *  `GLFW_FALSE` otherwise.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.
         *
         *  @remark @macos This function currently always returns `GLFW_TRUE`, as the
         *  `VK_MVK_macos_surface` and `VK_EXT_metal_surface` extensions do not provide
         *  a `vkGetPhysicalDevice*PresentationSupport` type function.
         *
         *  @thread_safety This function may be called from any thread.  For
         *  synchronization details of Vulkan objects, see the Vulkan specification.
         *
         *  @sa @ref vulkan_present
         *
         *  @since Added in version 3.2.
         *
         *  @ingroup vulkan
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily); */
        public static extern int glfwGetPhysicalDevicePresentationSupport(IntPtr instance, IntPtr device, UInt32 queuefamily);

        /*! @brief Creates a Vulkan surface for the specified window.
         *
         *  This function creates a Vulkan surface for the specified window.
         *
         *  If the Vulkan loader or at least one minimally functional ICD were not found,
         *  this function returns `VK_ERROR_INITIALIZATION_FAILED` and generates a @ref
         *  GLFW_API_UNAVAILABLE error.  Call @ref glfwVulkanSupported to check whether
         *  Vulkan is at least minimally available.
         *
         *  If the required window surface creation instance extensions are not
         *  available or if the specified instance was not created with these extensions
         *  enabled, this function returns `VK_ERROR_EXTENSION_NOT_PRESENT` and
         *  generates a @ref GLFW_API_UNAVAILABLE error.  Call @ref
         *  glfwGetRequiredInstanceExtensions to check what instance extensions are
         *  required.
         *
         *  The window surface cannot be shared with another API so the window must
         *  have been created with the [client api hint](@ref GLFW_CLIENT_API_attrib)
         *  set to `GLFW_NO_API` otherwise it generates a @ref GLFW_INVALID_VALUE error
         *  and returns `VK_ERROR_NATIVE_WINDOW_IN_USE_KHR`.
         *
         *  The window surface must be destroyed before the specified Vulkan instance.
         *  It is the responsibility of the caller to destroy the window surface.  GLFW
         *  does not destroy it for you.  Call `vkDestroySurfaceKHR` to destroy the
         *  surface.
         *
         *  @param[in] instance The Vulkan instance to create the surface in.
         *  @param[in] window The window to create the surface for.
         *  @param[in] allocator The allocator to use, or `NULL` to use the default
         *  allocator.
         *  @param[out] surface Where to store the handle of the surface.  This is set
         *  to `VK_NULL_HANDLE` if an error occurred.
         *  @return `VK_SUCCESS` if successful, or a Vulkan error code if an
         *  [error](@ref error_handling) occurred.
         *
         *  @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
         *  GLFW_API_UNAVAILABLE, @ref GLFW_PLATFORM_ERROR and @ref GLFW_INVALID_VALUE
         *
         *  @remark If an error occurs before the creation call is made, GLFW returns
         *  the Vulkan error code most appropriate for the error.  Appropriate use of
         *  @ref glfwVulkanSupported and @ref glfwGetRequiredInstanceExtensions should
         *  eliminate almost all occurrences of these errors.
         *
         *  @remark @macos GLFW prefers the `VK_EXT_metal_surface` extension, with the
         *  `VK_MVK_macos_surface` extension as a fallback.  The name of the selected
         *  extension, if any, is included in the array returned by @ref
         *  glfwGetRequiredInstanceExtensions.
         *
         *  @remark @macos This function creates and sets a `CAMetalLayer` instance for
         *  the window content view, which is required for MoltenVK to function.
         *
         *  @thread_safety This function may be called from any thread.  For
         *  synchronization details of Vulkan objects, see the Vulkan specification.
         *
         *  @sa @ref vulkan_surface
         *  @sa @ref glfwGetRequiredInstanceExtensions
         *
         *  @since Added in version 3.2.
         *
         *  @ingroup vulkan
         */
        [DllImport(STR_LIB_FILE, CallingConvention = CallingConvention.Cdecl)]
        /* GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); */
        public static extern int glfwCreateWindowSurface(IntPtr instance, IntPtr window, IntPtr allocator, IntPtr surface);

        #endregion /*VK_VERSION_1_0*/


        /*************************************************************************
         * Global definition cleanup
         *************************************************************************/

        /*************************************************************************
         **********************************Note***********************************
         * This is originally the preprocessing code. It has been removed.
         * Because C# can't parse them.
         **********************************Note***********************************
         *************************************************************************/

    }
}
